Nuclear Dawn

Nuclear Dawn

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Dmitriy 23 Feb, 2013 @ 8:13am
Custom sounds. How to?
I've been trying to embed my custom sounds into my map but it doesn't work. I followed this tutorial:
https://developer.valvesoftware.com/wiki/L4D2_Custom_Sound_and_Music_Tutorial
Used snd_buildsoundcachefordirectory and got a sound.cache file for my sound dir. Then embedded this file into the BSP file together with all other files including WAV sound. But in game I get an error saying that it fails to find a sound file to play.
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Showing 1-13 of 13 comments
Juicebox360 23 Feb, 2013 @ 4:42pm 
http://forums.interwavestudios.com/threads/1177-Adding-Custom-Sounds-To-Map-Fixed!

It's not really possible anymore because the above method was pretty much the only way to do it but since then, IW essentially disabled VPK support.
Last edited by Juicebox360; 23 Feb, 2013 @ 4:43pm
Dmitriy 23 Feb, 2013 @ 5:13pm 
So do you assume that there is no chance I can make my sounds work? Do other Source games also have this problem? I mean CS, TF, they have tons of maps. There must be a way to distribute custom sounds.
Juicebox360 23 Feb, 2013 @ 6:41pm 
That's because those games use the pre-L4D2 distribution system (non-VPK), so it's easier to allow custom assets. L4D and L4D2 were designed specifically to let custom authors use the VPK system to distribute custom assets, but ND neutered the system so it's not possible.
Dmitriy 29 Oct, 2013 @ 11:58pm 
So if I distribute the VPK users will be able to hear my custom sounds, am I right? They will have to use sv_addon_override 1 command in order vpk to work
Juicebox360 30 Oct, 2013 @ 7:19am 
well they added another thing that doesn't let vpks override sound.cache or whatever that file was
Juicebox360 24 Apr, 2014 @ 8:23am 
actually i think they might have added it back in. try adding this vpk to your addons directory. it'll modify your main menu screen to show a map. if you hear the sound of the train as it passes by i think i can assume that they added custom sound support back in

https://dl.dropboxusercontent.com/u/7693282/ND/metro_menu.7z
psychonic  [developer] 24 Apr, 2014 @ 9:37am 
Originally posted by VERY GOOD USEFUL AD CARRY:
actually i think they might have added it back in. try adding this vpk to your addons directory. it'll modify your main menu screen to show a map. if you hear the sound of the train as it passes by i think i can assume that they added custom sound support back in

https://dl.dropboxusercontent.com/u/7693282/ND/metro_menu.7z
That does work.

Following the instructions here to build a sound.cache for the vpk should work fine, https://developer.valvesoftware.com/wiki/L4D2_Custom_Sound_and_Music_Tutorial
Dmitriy 24 Apr, 2014 @ 10:59am 
Yes, sound works here.
But wait, this will require to download a VPK with a map?! Which I'm sure 98% of players will not do :)
Last edited by Dmitriy; 24 Apr, 2014 @ 10:59am
psychonic  [developer] 24 Apr, 2014 @ 11:07am 
Originally posted by DIMEDROLL:
Yes, sound works here.
But wait, this will require to download a VPK with a map?! Which I'm sure 98% of players will not do :)
Good point. I will see if it is possible to add support for sound/sound.cache bspzip'd into a map.
psychonic  [developer] 24 Apr, 2014 @ 11:09am 
Alternatively, you can try adding an asterisk (*) before the sound name where you have it set.

ie. "*sound/mysound.wav"

I think that that might make it bypass the cache.
Juicebox360 24 Apr, 2014 @ 11:17am 
i'm afraid so, yes. i recall trying to bspzip the sound.cache into the map but since it needs to be loaded before the map, it doesn't work. i'm not sure what other methods there would be of distributing custom sounds, although i recall psychonic said he could create a vscript function that would play a custom sound file that doesn't need to cache the sound. if that gets implemented you would have to have a script trigger for the sound. cumbersome but would work
Last edited by Juicebox360; 24 Apr, 2014 @ 11:18am
Juicebox360 24 Apr, 2014 @ 11:30am 
Originally posted by psychonic:
Alternatively, you can try adding an asterisk (*) before the sound name where you have it set.

ie. "*sound/mysound.wav"

I think that that might make it bypass the cache.

so i have an ambient_generic and in the soundname key i put this value

*subway_background/subway_train_move.wav

doesn't seem to help though
Last edited by Juicebox360; 24 Apr, 2014 @ 11:30am
Kinev 13 Aug, 2014 @ 9:33am 
Hi, I tried to put some costume sound too, don't work neither. =(
I followed that tutorial: https://www.youtube.com/watch?v=KNysD_d1beA

Is there still a chance to put costume sounds into the map?

Edit: Okay I figured it out. sorry. :(
Last edited by Kinev; 3 Oct, 2014 @ 5:19am
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