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Adding Custom Sound - Destinations Dev Team please help!!!
Hi
I've been struggling to get custom sounds added to my destinations project and REALLY need some help. There's very little resources on DOTA 2 modding sites for adding custom sound to maps.

I've got a .wav file that is in my /sounds folder.
It's showing in the Asset Browser - so I assume that a VSND file has been created (even though its not showing in the /sounds folder for some reason)
I've created a Sound Events file that looks like this:
----------------
μ   REDI ό NTRO  DATA$ œ P  ˜  ¬   6 šν» soundevents/soundevents_starwars2.vsndevts steamtours_addons/starwars2  $ ___OverrideInputData___ BinaryBlobArg  IsChildResource     ~_;TH 0Ae   H   Ϊ£ Έ[ bύνŒ  X  VSoundEventScript_t    Ϊ£ Έ m_SoundEvents VSoundEvent_t H  <   /   m_SoundName m_GameData m_OperatorsKV   0 1 = > J K W X

music1 <!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
type = "destinations.simple_vr"
volume = 0.400000
pitch = 0.900000
delay = 0.100000
vsnd_files =
[
"sounds/music1.vsnd_c",
]
}
-------------
In my map I've added an Ambient_Generic and then went to select a sound file but my sound doesn't show in the Sound Events Picker.
At one point I got the sound file to show and got it playing in game but clearly i've broken something and now can't get it back...

Here's my questions:
-Can I use Ambient_Generics in Destinations?
-The SoundEvents file format seems to change from time to time. Why is this? It it because it is compiled?
-If so can i change a compiled file or do i need to re-create the basic file again with my changes and replace the Sound Events file then Re-compile?
- Do I need to restart the toolset to recognise new sound files?

I hope someone there will take pity on me...!

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Showing 1-5 of 5 comments
fil_kolinz  [developer] 20 Jul, 2016 @ 5:06pm 
Hi Jim, it doesn't look like you are following the guide provided here-
https://developer.valvesoftware.com/wiki/Destinations/Adding_Sound/Soundevents

Steer clear of the ambient_generic entity. Instead you can use the point_soundevent entity.

If after following the guide linked above, and using point_soundevent instead of ambient_generic, you still have issues, let me know and I'll reply asap.

Lawrence  [developer] 8 20 Jul, 2016 @ 5:19pm 
It also looks like you named your file soundevents/soundevents_starwars2.vsndevts which isn’t automatically precached. You have to name your file soundevents_addon.vsndevts for it to work. Again, this is documented at the above link.
Jim_Partridge 21 Jul, 2016 @ 12:38am 
Renaming my file to soundevents_addon.vsndevts worked fine. the sounds are now showing in the sound event picker and also playing in game. I've updated the discussions section on the wiki with this as I feel the tutorial is misleading.

Note that Ambient_Generics work fine... I'm an old source developer so will stick to what I know unless someone can give me good reason to use the new entity...
Ṭoyoka 2 21 Jul, 2016 @ 11:15am 
Originally posted by Lawrence:
It also looks like you named your file soundevents/soundevents_starwars2.vsndevts which isn’t automatically precached. You have to name your file soundevents_addon.vsndevts for it to work. Again, this is documented at the above link.


Originally posted by Jim_Partridge:
Renaming my file to soundevents_addon.vsndevts worked fine. the sounds are now showing in the sound event picker and also playing in game. I've updated the discussions section on the wiki with this as I feel the tutorial is misleading.

Note that Ambient_Generics work fine... I'm an old source developer so will stick to what I know unless someone can give me good reason to use the new entity...

Some good advice here! :sdprod:
fil_kolinz  [developer] 21 Jul, 2016 @ 11:26am 
Thanks Jim, the tutorial page has been updated too.
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