Post: Sound Dump For Zombies?
06-05-2016, 06:17 PM #1
Patrick
League Champion
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Hey Nextgenupdate im wondering if anyone has a tool that can extract the sounds or if anyone has the full black ops 2 sound dump for zombies.
~Thanks
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06-05-2016, 08:18 PM #2
anthonything
Space Ninja
Well you can get most of them with level.zombie_sounds[ ref ] = alias. Full dump would require a memory dive.
06-05-2016, 09:37 PM #3
Patrick
League Champion
Originally posted by anthonything View Post
Well you can get most of them with level.zombie_sounds[ ref ] = alias. Full dump would require a memory dive.


i know but im just wondering if anyone has them and would kindly share them.
Edit: The full dump ofc.
06-05-2016, 10:59 PM #4
itsSorrow
In my man cave
Originally posted by 32085
i know but im just wondering if anyone has them and would kindly share them.
Edit: The full dump ofc.


I think I got them a while back when I asked Violate but it might have been the mp one. I could ask him if he has zombies.
06-06-2016, 12:36 AM #5
jwm614
NextGenUpdate Elite
Originally posted by 32085
Hey Nextgenupdate im wondering if anyone has a tool that can extract the sounds or if anyone has the full black ops 2 sound dump for zombies.
~Thanks


try this
    dumpsoundszm()
{
iprintln("^1 dumping sounds");
sounds = getArrayKeys(level.zombie_sounds);
logstring(getDvar("mapname") + " sounds:\n");
foreach(sound in sounds)
logstring(sound + "\n");
}

The following user thanked jwm614 for this useful post:

MCabCon
06-06-2016, 09:26 AM #6
Originally posted by jwm614 View Post
try this
    dumpsoundszm()
{
iprintln("^1 dumping sounds");
sounds = getArrayKeys(level.zombie_sounds);
logstring(getDvar("mapname") + " sounds:\n");
foreach(sound in sounds)
logstring(sound + "\n");
}

I also used this code and yeah It works but there aren't all sounds inside this array. Smile

This is my code which I have used (probaly the same xD)
    
updateMenu_sounds_array_list_menu()
{
self addmenu("main_sound_sounds_raw", "All Raw Sounds", "main_sound_sounds");
sounds_list = GetArrayKeys(level.zombie_sounds);
for(i = 0; i < sounds_list.size; i++)
self addMenuPar_withDef("main_sound_sounds_raw","Play "+sounds_list[i],::playSRef, sounds_list[i]);

}


Also I search a bit inside the bo2 code and created also a list with some sounds: I also added some ifs for the perk sounds Smile Feel free to use them!
    
if (isDefined(level.zombiemode_using_juggernaut_perk) && level.zombiemode_using_juggernaut_perk)
{
Name: Juggernaut Machine Sting GSC-Soundname:mus_perks_jugganog_sting
Name: Juggernaut Machine Jingle GSC-Soundname:mus_perks_jugganog_jingle}
if (isDefined(level.zombiemode_using_sleightofhand_perk) && level.zombiemode_using_sleightofhand_perk)
{
Name: Sleight Of Hand Machine Sting GSC-Soundname:mus_perks_speed_sting
Name: Sleight Of Hand Machine Jingle GSC-Soundname:mus_perks_speed_jingle}
if (isDefined(level.zombiemode_using_revive_perk) && level.zombiemode_using_revive_perk)
{
Name: Quick Revive Machine Sting GSC-Soundname:mus_perks_revive_sting
Name: Quick Revive Machine Jingle GSC-Soundname:mus_perks_revive_jingle}
if (isDefined(level.zombiemode_using_doubletap_perk) && level.zombiemode_using_doubletap_perk)
{
Name: Double Tap Machine Sting GSC-Soundname:mus_perks_doubletap_sting
Name: Double Tap Machine Jingle GSC-Soundname:mus_perks_doubletap_jingle}
if (isDefined(level.zombiemode_using_marathon_perk) && level.zombiemode_using_marathon_perk)
{
Name: Marathon Machine Sting GSC-Soundname:mus_perks_stamin_sting
Name: Marathon Machine Jingle GSC-Soundname:mus_perks_stamin_jingle}
if (isDefined(level.zombiemode_using_additionalprimaryweapon_perk) && level.zombiemode_using_additionalprimaryweapon_perk)
{
Name: Mule Kick Machine Sting GSC-Soundname:mus_perks_mulekick_sting
Name: Mule Kick Machine Jingle GSC-Soundname:mus_perks_mulekick_jingle}
if (isDefined(level.zombiemode_using_deadshot_perk) && level.zombiemode_using_deadshot_perk)
{
Name: Deadshot Machine Sting GSC-Soundname:mus_perks_deadshot_sting
Name: Deadshot Machine Jingle GSC-Soundname:mus_perks_deadshot_jingle}
if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
{
Name: Tombstone Machine Sting GSC-Soundname:mus_perks_tombstone_sting
Name: Tombstone Machine Jingle GSC-Soundname:mus_perks_tombstone_jingle}
// if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_flakjacket"]) && (level.script != "zm_buried"))
// Name: Dive To Nuke GSC-Soundname:specialty_flakjacket
if (isDefined(level.zombiemode_using_chugabud_perk) && level.zombiemode_using_chugabud_perk)
{
Name: Chugabud Machine Sting GSC-Soundname:mus_perks_whoswho_sting
Name: Chugabud Machine Jingle GSC-Soundname:mus_perks_whoswho_jingle}
if (isDefined(level.zombiemode_reusing_pack_a_punch) && level.zombiemode_reusing_pack_a_punch)
{
Name: Packer Punch Machine Sting GSC-Soundname:mus_perks_packa_sting
Name: Packer Punch Machine Jingle GSC-Soundname:mus_perks_packa_jingle}
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_grenadepulldeath"]))
{
Name: Electric Cherry Machine Sting GSC-Soundname:mus_perks_cherry_sting
Name: Electric Cherry Machine Jingle GSC-Soundname:mus_perks_cherry_jingle}
if (isDefined(level.zombie_include_powerups["fire_sale"]))
{
Name: Fire Sale Song GSC-Soundname:mus_fire_sale
Name: Fire Sale Song Richthofen GSC-Soundname:mus_fire_sale_rich}
Name: Secret Easter Egg Song GSC-Soundname:mus_zmb_secret_song
if(getMap("zm_prison") || getMap("zm_nuked") || getMap("zm_buried") || getMap("zm_tomb"))
Name: Secret Easter Egg Song 2 GSC-Soundname:mus_zmb_secret_song_2
Name: Zombie Round Start Theme Music GSC-Soundname:mus_zombie_round_start
Name: Zombie Round End Theme Music GSC-Soundname:mus_zombie_round_over
//Name: WAVE GSC-Soundname:WAVE
Name: Zombie Game Over Theme Music GSC-Soundname:mus_zombie_game_over
Name: Dog Round Start Theme Music GSC-Soundname:mus_zombie_dog_start
Name: Dog Round End Theme Music GSC-Soundname:mus_zombie_dog_end
//Name: EGG GSC-Soundname:EGG
//Name: EGG_SAFE GSC-Soundname:EGG_SAFE
//Name: SAM GSC-Soundname:SAM
//Name: EGG_A7X GSC-Soundname:EGG_A7X
//Name: mus_event_brutus_round_start GSC-Soundname:mus_event_brutus_round_start
//Name: LAST_LIFE GSC-Soundname:LAST_LIFE
Name: Black Ops 2 Developer Easter Egg Jingle GSC-Soundname:tst_test_system
06-06-2016, 09:38 AM #7
anthonything
Space Ninja
Originally posted by MCabCon View Post
I also used this code and yeah It works but there aren't all sounds inside this array. Smile

This is my code which I have used (probaly the same xD)
    
updateMenu_sounds_array_list_menu()
{
self addmenu("main_sound_sounds_raw", "All Raw Sounds", "main_sound_sounds");
sounds_list = GetArrayKeys(level.zombie_sounds);
for(i = 0; i < sounds_list.size; i++)
self addMenuPar_withDef("main_sound_sounds_raw","Play "+sounds_list[i],::playSRef, sounds_list[i]);

}


Also I search a bit inside the bo2 code and created also a list with some sounds: I also added some ifs for the perk sounds Smile Feel free to use them!
    
if (isDefined(level.zombiemode_using_juggernaut_perk) && level.zombiemode_using_juggernaut_perk)
{
Name: Juggernaut Machine Sting GSC-Soundname:mus_perks_jugganog_sting
Name: Juggernaut Machine Jingle GSC-Soundname:mus_perks_jugganog_jingle}
if (isDefined(level.zombiemode_using_sleightofhand_perk) && level.zombiemode_using_sleightofhand_perk)
{
Name: Sleight Of Hand Machine Sting GSC-Soundname:mus_perks_speed_sting
Name: Sleight Of Hand Machine Jingle GSC-Soundname:mus_perks_speed_jingle}
if (isDefined(level.zombiemode_using_revive_perk) && level.zombiemode_using_revive_perk)
{
Name: Quick Revive Machine Sting GSC-Soundname:mus_perks_revive_sting
Name: Quick Revive Machine Jingle GSC-Soundname:mus_perks_revive_jingle}
if (isDefined(level.zombiemode_using_doubletap_perk) && level.zombiemode_using_doubletap_perk)
{
Name: Double Tap Machine Sting GSC-Soundname:mus_perks_doubletap_sting
Name: Double Tap Machine Jingle GSC-Soundname:mus_perks_doubletap_jingle}
if (isDefined(level.zombiemode_using_marathon_perk) && level.zombiemode_using_marathon_perk)
{
Name: Marathon Machine Sting GSC-Soundname:mus_perks_stamin_sting
Name: Marathon Machine Jingle GSC-Soundname:mus_perks_stamin_jingle}
if (isDefined(level.zombiemode_using_additionalprimaryweapon_perk) && level.zombiemode_using_additionalprimaryweapon_perk)
{
Name: Mule Kick Machine Sting GSC-Soundname:mus_perks_mulekick_sting
Name: Mule Kick Machine Jingle GSC-Soundname:mus_perks_mulekick_jingle}
if (isDefined(level.zombiemode_using_deadshot_perk) && level.zombiemode_using_deadshot_perk)
{
Name: Deadshot Machine Sting GSC-Soundname:mus_perks_deadshot_sting
Name: Deadshot Machine Jingle GSC-Soundname:mus_perks_deadshot_jingle}
if (isDefined(level.zombiemode_using_tombstone_perk) && level.zombiemode_using_tombstone_perk)
{
Name: Tombstone Machine Sting GSC-Soundname:mus_perks_tombstone_sting
Name: Tombstone Machine Jingle GSC-Soundname:mus_perks_tombstone_jingle}
// if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_flakjacket"]) && (level.script != "zm_buried"))
// Name: Dive To Nuke GSC-Soundname:specialty_flakjacket
if (isDefined(level.zombiemode_using_chugabud_perk) && level.zombiemode_using_chugabud_perk)
{
Name: Chugabud Machine Sting GSC-Soundname:mus_perks_whoswho_sting
Name: Chugabud Machine Jingle GSC-Soundname:mus_perks_whoswho_jingle}
if (isDefined(level.zombiemode_reusing_pack_a_punch) && level.zombiemode_reusing_pack_a_punch)
{
Name: Packer Punch Machine Sting GSC-Soundname:mus_perks_packa_sting
Name: Packer Punch Machine Jingle GSC-Soundname:mus_perks_packa_jingle}
if (isDefined(level._custom_perks) && isDefined(level._custom_perks["specialty_grenadepulldeath"]))
{
Name: Electric Cherry Machine Sting GSC-Soundname:mus_perks_cherry_sting
Name: Electric Cherry Machine Jingle GSC-Soundname:mus_perks_cherry_jingle}
if (isDefined(level.zombie_include_powerups["fire_sale"]))
{
Name: Fire Sale Song GSC-Soundname:mus_fire_sale
Name: Fire Sale Song Richthofen GSC-Soundname:mus_fire_sale_rich}
Name: Secret Easter Egg Song GSC-Soundname:mus_zmb_secret_song
if(getMap("zm_prison") || getMap("zm_nuked") || getMap("zm_buried") || getMap("zm_tomb"))
Name: Secret Easter Egg Song 2 GSC-Soundname:mus_zmb_secret_song_2
Name: Zombie Round Start Theme Music GSC-Soundname:mus_zombie_round_start
Name: Zombie Round End Theme Music GSC-Soundname:mus_zombie_round_over
//Name: WAVE GSC-Soundname:WAVE
Name: Zombie Game Over Theme Music GSC-Soundname:mus_zombie_game_over
Name: Dog Round Start Theme Music GSC-Soundname:mus_zombie_dog_start
Name: Dog Round End Theme Music GSC-Soundname:mus_zombie_dog_end
//Name: EGG GSC-Soundname:EGG
//Name: EGG_SAFE GSC-Soundname:EGG_SAFE
//Name: SAM GSC-Soundname:SAM
//Name: EGG_A7X GSC-Soundname:EGG_A7X
//Name: mus_event_brutus_round_start GSC-Soundname:mus_event_brutus_round_start
//Name: LAST_LIFE GSC-Soundname:LAST_LIFE
Name: Black Ops 2 Developer Easter Egg Jingle GSC-Soundname:tst_test_system


Some of those arent sounds, they are music states for the level.

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