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In this tutorial we will be learning how to change the music that is playing when someone launches into your mod. An Example of this can be found here:


Required Programs:

-Audacity(Or another audio editing program)

Download

Exporting Audio:

Step 1) First open your sound file in audacity by opening the program and going to file>open, then navigating and opening your sound file. Once you have done that you should see something like this:

Step 2) As you can see here there are two tracks, which means this audio is stereo. For lower file size we want to change this audio clip to mono. With the audio track selected to go Tracks>Stereo Track to Mono.

Step 3) Now that we have done that we want to export our sound. To do this we want to go to File>Export, then as the save as type we want to set "Other uncompressed files". Once that is set hit "Options" on the save file dialog and change "Header" to "WAV(Microsoft)" and "Encoding" to "Unsigned 8-Bit PCM". Once you have done that you can hit "OK" and save the file somewhere on your computer. This next step is really important, when you have a dialog will pop up asking you to edit tags, you want to hit "Clear" to clear the tags otherwise we will run into issues with converting the sound through launcher later.

Implementing to COD

NOTE: Before reading this guide, determine where your World at War root directory is located.

Non-Steam Install: C:\Program Files (x86)\Activision\Call of Duty World at War\

Steam Install: C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\

For the rest of this guide, it will be assumed that the word "root" refers to the appropriate installation path shown above.

Say 'Yes to all' if Windows asks you about replacing files when dragging files into your root directory.


Step 1) Now that our file is saved we want to copy it and paste it into the directory of "root/sound_assets/raw/sound/music_mainmenu" (if the directory does not exist, create it). Next rename the sound from whatever you named it to "garbar_loop".

Step 2) Now we have to create a sound alias for our sound. Go to the directory "root/raw/soundaliases" and create a new text file called "menu_music.csv". Inside the file paste this:

name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

music_mainmenu,music_mainmenu\garbar_loop.wav,,,0.6,0.6,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,all_sp,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,,

Once that is done you can save the file.

Step 3) Now we must add the sound to our mod. Open launcher and navigate to your mod.csv on the mod builder tab. At the bottom of the text field add:

sound,menu_music,,all_sp

Now check "Build mod.ff fastfile" and "Build sounds", then click "Build MOD". Now if you navigate to the directory "root/raw/sound/music_mainmenu" you should see the "garbar_loop.wav", this version has now been converted through launcher. Now copy and paste the .wav file to the directory "root/mods/MAPNAME/sound/music_mainmenu" (if the directory does not exist, create it). Now open launcher again and in the IWD list on the mod builder tab check the sound file you just added. Build and compile your map.

If done successfully you have just added custom main menu music to your map!

Credit: SajeOne