Most of the information here is for Warzone 3.1 and above.
Including audio in a mod
- Aubergine
Step 1 - Create folder structure
You'll need the following structure in your mod (some of the config files might not be needed - see later):
<your mod>.wz or <your mod>
audio.cfg ← required if you have added new sound files or volume/looping updates to existing files
*.ogg ← if you are adding new audio files, they should go in the audio folder or a subfolder
stats
weaponsounds.txt ← required if you are changing weapon sounds
wrf
audio.wrf ← required if you have added new sound files
Depending on what your mod does, you'll probably need other folders, but those listed above are the ones that you'll need for audio stuff.
Step 2 - Put audio files in audio filder
It is standard practice to keep all audio files inside the 'audio' folder or a subfolder within it.
If you want to override an existing audio file, give it the same filename and put it in the same folder path (relative to the 'audio' folder) as the original.
If you want to add a new, unique audio file, ensure it has a unique filename and ideally create a new subfolder (within 'audio' folder) to separate it from the game's audio files.
Step 3 - Update config files
If you've added a new audio file, you'll need to create an audio.wrf in the 'wrf' folder and define the folder (if not using an existing folder) and filename.
If you've added a new audio file or want to change the volume/looping of an existing file, you'll need to create an audio.cfg in the 'audio' folder.
If you're adding or changing weapon sounds, you'll need a weaponsounds.txt in the 'stats' folder.
Step 4 - Test it
After installing your mod test it in the game. You can use the Javascript API's playSound() function to play audio files.