L4D2 Custom Sound and Music Tutorial: Difference between revisions
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===Getting started=== | ===Getting started=== | ||
;Basic | ;Basic | ||
Getting a custom sound to play is a simple process. Either add a custom wav file in an official '''sound''' folder or addon containing a sound folder. In both cases, sound.cache has rebuilt with <code>snd_buildsoundcachefordirectory</code> before testing. Keep in mind that rebuilding sound.cache of an addon is a lot faster since there are a smaller number of sound files to deal with. There's also the added benefit of easier file management. | Getting a custom sound to play is a simple process. Either add a custom wav file in an official '''sound''' folder or addon containing a sound folder. In both cases, sound.cache has rebuilt with <code>snd_buildsoundcachefordirectory</code> before testing. Keep in mind that rebuilding sound.cache of an addon is a lot faster since there are a smaller number of sound files to deal with. There's also the added benefit of easier file management. | ||
#Create a folder in the addons directory. It should contain a sub-folder named '''sound'''. The addons directory is located at '''"..\left 4 dead 2\left4dead2\addons"''' | #Create a folder in the addons directory. It should contain a sub-folder named '''sound'''. The addons directory is located at '''"..\left 4 dead 2\left4dead2\addons"''' | ||
#Create another folder within the '''sound''' folder. This is where sounds can be stored. | #Create another folder within the '''sound''' folder. This is where sounds can be stored. |
Revision as of 10:46, 1 August 2011
Introduction
Since the August 20, 2010 update, L4D2 fully supports custom sounds (custom sound cache named sound.cache). Initial instructions provided by Valve are available in the L4D2 Campaign Add-on Tutorial article. The rest of this article covers how custom sounds in L4D2 can be managed and tested during development and when shipping.
Getting started
- Basic
Getting a custom sound to play is a simple process. Either add a custom wav file in an official sound folder or addon containing a sound folder. In both cases, sound.cache has rebuilt with snd_buildsoundcachefordirectory
before testing. Keep in mind that rebuilding sound.cache of an addon is a lot faster since there are a smaller number of sound files to deal with. There's also the added benefit of easier file management.
- Create a folder in the addons directory. It should contain a sub-folder named sound. The addons directory is located at "..\left 4 dead 2\left4dead2\addons"
- Create another folder within the sound folder. This is where sounds can be stored.
- Build the soundcache for add directory using in-game console:
snd_buildsoundcachefordirectory ../left4dead2/addons/<name of VPK addon folder>
- Create the VPK
- Test the sound via console command (sound is the root directory):
play (sub-directory of sound folder)/<name of sound>
An example:
- The add-on directory has a custom wav file stored in ../customsoundaddon/sound/ambient/testsound.wav.
- sound.cache was built with command
snd_buildsoundcachefordirectory ../left4dead2/addons/customsoundaddon
. - customsoundaddon.vpk was created by dragging the customsoundaddon folder to a shortcut of vpk.exe.
- testsound.wav was tested in-game,
play ambient/testsound
.


- Recommended
The goal is to speed up the process of testing. Create the following:
- An addon/VPK containing custom sounds and sound.cache, like above. Simply keep it separate from other content types during development/testing.
- A map that can be loaded in-game named however you like - maps/<map name>.bsp
- A blank per-map soundscript (a .txt file) named maps/<map name>_level_sounds.txt
Compatible file types and specs
.wav is used extensively for official sounds. There are also some .mp3 files used as well, mostly for UI music.
- Compatible specifications
Known sample rates, bitrates, and channels that were used in official sounds:
- .wav: 176, 353, 706 or 1411 kbps (doesn't have to be exact); 11, 22, or 44 kHz (must be exact); Stereo or Mono
Tip:Use 16 Bit PCM format, as this is common in most audio software and is supported.
- .mp3: 64 or 128 kbps; 44 kHz; Stereo or Mono
Location matters!
A feature called soundmixers manage the priority and volume of groups of sounds. The location of a sound file within the sound directory determines what is played in the foreground and what is softened or muted. The script is located in scripts\soundmixers.txt within pak01_dir.vpk. See GCFScape for details on how to extract the script for viewing.
For example, the song to the rolling credits, music/unalive/themonsterswithin.wav, plays over every other sound. If that sound file (along with the soundscript entry) is properly moved to the different directory, the music will lose high priority. The player will hear other sounds mixed into the ending credits, such as zombies moaning, looping sounds, soundscapes, etc.

Soundscripts
Per-map soundscripts appear to be the only way to create custom or modified soundscript entries. Brand new soundscript entries can easily be created or an existing soundscript entry like Event.Tank
can be safely overridden for a single map. When testing or shipping, the result is a maps folder that contains a <map name>_level_sounds.txt for every map within the campaign.
Open <map name>_level_sounds.txt with a text editor.
Please see L4D2 Soundscripts for more details.
Soundscript Entries
An entry can be played in-game via console or entity, such as ambient_generic or ambient_music. An example entry:
entry.name { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NORM wave common/null.wav }
If a value has a space or tab character within it, wrap it in "quote marks".
Examples
Ambience.Siren { channel CHAN_WEAPON volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NORM wave siren1.wav }
Arbitrary.Song { channel CHAN_AUTO volume VOL_NORM pitch PITCH_NORM soundlevel SNDLVL_NORM wave music/singalongsong.wav }
Foo.Song_mp3 { channel CHAN_STATIC volume VOL_NORM pitch 100 soundlevel SNDLVL_NORM wave music/songalongdong.mp3 }
Official Sound and Music Uses Soundscripts
All official in-game sound effects, vocalizations, and music rely on soundscripts to tweak the sound to the correct channels, volume, pitch, etc. With maps/<map name>_level_sounds.txt, you can customize those entries without causing conflicts with other addons and the official campaigns. Simply copy the entries you would like to change to the per-map soundscript.
Soundscript entries can be found in the scripts/game_sounds_*.txt folder by opening pak01_dir.vpk with GCFScape.
A lot of music entries rely on Map Properties, Post-Fix String and nav mesh attributes. For example, the Post-Fix String of the map c5m1_waterfront.bsp is "BigEasy" and it plays its style of intro music in-game, where the nav mesh is marked PLAYER_START
and CHECKPOINT
.
Interesting Soundscripts
They're all interesting, but here are a couple of them:
- game_sounds_music.txt provides great sample soundscript entries for music. Some entries string together different notes of the same instrument and are played randomly in succession.
- game_sounds_physics.txt has entries for sounds that play during in-game interactions, such as a walking on snow or shooting a concrete wall.
Soundscapes
Custom soundscapes in L4D2 appear to work well without the need to modify the official soundscapes manifest during development or when shipped as a VPK (named as a per-map soundscape).
Please see:

In short, custom soundscapes in L4D2 are text files located in the scripts folder, named "per-map" as scripts/soundscapes_<map name>.txt
There is nothing different about preparing the sound files in order for the soundscapes to play, although using .MP3 files for soundscapes would be unusual there is typically looping involved.
Testing
Testing a custom soundscript entry is as simple as creating an up-to-date sound.cache, restarting the game, and then playing the sound within a map. As noted in the add-on tutorial, sound.cache is built with the console command snd_buildsoundcachefordirectory ..\left4dead2\<location of sound folder>
. When the sound cache is successfully created or updated, the console will output the number of sound files found in the add-on sound directory.

By Console
- Open <map name>.bsp
map <map name> coop
- Test out the sound
playgamesound entry.name
- In most cases, if a sound refuses to stop playing, stop the sound
stopsound
By Entities
- Create an ambient_generic, ambient_music, or any other entity that has a property that requires a sound name
Tip:For ambient_generic, if the sound file is programmed to loop (the actual sound file itself), then un-check the flag "is NOT looped" in order to be able to stop the sound from continuously looping with input
StopSound
. ambient_music does not have this flag, but it is not necessary. - Change the targetname and change sound name to the soundscript entry of your choice
- Optional: create an entity that will trigger the sound, if necessary or desired
- Open <map name>.bsp via console
map <map name> coop
- Test out the sound via "trigger entity" or console command:
ent_fire <ambient_generic targetname> PlaySound
- In most cases, if a sound refuses to stop playing, stop the sound via console
stopsound
Shipping
See L4D2 Campaign Add-on Tutorial.