Custom Sounds
Nearly all brush objects that emit any kind of sound have settings for replacement of those sounds. In classic Half-Life, the level designer could only choose a preset that was the closest thing to the required sound, and the path to the sound resource was hardcoded in the engine. XashXT lets you specify the path to the sound in the same field that you normally use for specifying preset numbers. For that, turn off Smart Edit in your Valve Hammer Editor and enter the new sound in the field (usually the movesnd and stopsnd fields for most brush entities).
For talking monsters, you can specify the common sentence prefix in the special SpeakAs field, which you may remember from Spirit of Half-Life. The common prefix is the prefix that all sentences of a particular monster start with. For example, for Barney the prefix is BA, for a scientist it is SC.
System Limitations
- You cannot redefine sentences for doors and buttons in the unlocked_sentence and locked_sentence fields. However, you can enter sentence names directly in the unlocked_sound and locked_sound fields.
- You cannot redefine the error sound for func_trackchange and func_trackautochange.