Talk:L4D Custom Music Tutorial

From Valve Developer Community
Revision as of 03:43, 3 October 2009 by Yar Kramer (talk | contribs) (Crash Course: new section)

Jump to: navigation, search

yeah this doesnt work. :/ -- it does get rid of the alarm sound but a random sound still plays --RTF 11:19, 5 September 2009 (UTC)

It works for me, and it also works in the released Death Aboard 7.0 campaign. It seems you are doing something wrong. --EvolvedAnt 18:59, 8 September 2009 (UTC)

Major drawbacks section has been removed. Those issues are no longer a problem now that you have a choice between both methods of implementing custom music. --EvolvedAnt 04:42, 17 September 2009 (UTC)

Death Aboard does it too on a fresh install of L4D. It just isn't the alarm sound. Its another sound. If I'm doing it "wrong", I'm not sure how, considering that is a VPK. This bug was tested across multiple machines with fresh installs. Thaigrocer and myself posted most of the information on how to do it that is shown in your tutorial, and we are both still experiencing the problem.

This is the soundinfo information after throwing a molotov at a bunch of zombies in Death Aboard 7:

 65: ambient\machines\floodgate_move_short1.wav
 66: @#music\mob\germs1b.wav
 67: ambient\machines\floodgate_move_short1.wav
 68: ambient\machines\floodgate_move_short1.wav
 69: ambient\overhead\plane3.wav
 70: ambient\machines\floodgate_move_short1.wav
 71: (ambient\ambience\crucial_undergroundrumbletone_loop.wav
 72: ambient\atmosphere\crucial_undercity_loop1.wav
 73: ambient\creatures\housefly_loop_01.wav
 74: ambient\creatures\housefly_loop_01.wav
 75: ambient\spacial_loops\ticketmachine_loop.wav
 76: ambient\creatures\flies_loop.wav
 81: ambient\machines\floodgate_move_short1.wav
 82: ambient\machines\floodgate_move_short1.wav
 83: ambient\machines\floodgate_move_short1.wav
 84: ambient\machines\floodgate_move_short1.wav
 85: ambient\machines\floodgate_move_short1.wav
 86: ambient\machines\floodgate_move_short1.wav
 87: (ambient\ambience\urban_rooftop_ambloop02.wav
 89: (ambient\ambience\crucial_urban_rooftop_ambloop01.wav

I'm not sure how you don't hear these sounds going off. Instead of hearing alarm.wav, it is playing floodgate_move_short1.wav. This is not working properly as I stated on the original wiki entry and barring some local change to your own setup, it is not working properly for any fresh install. --RTF 13:49, 17 September 2009 (UTC)

I have just tested out the soundscript I implemented for the Dead Before Dawn campaign, and found the issue you mention exists afterall. Therefor, I will bring this to Valves attention when I get in contact with them again to find out the progress on some other issues I have spoken to them about. I will update this page with any information they give me regarding this issue. I read somewhere that this issue existed for Half-Life 2 and was fixed in an Orange Box update, if you know anything about that, please let me know as that would be very helpful when I speak to Yasser. Thanks. --EvolvedAnt 08:31, 18 September 2009 (UTC)

Correct. It existed in Episode 1 concerning soundscapes and false SoundIDs, it was eventually fixed in the Orange Box upgrade. Do not have any information other than that :/ --RTF 14:19, 18 September 2009 (UTC)

I have contacted Valve about this issue and they are now aware of it. I can't give a timeframe for when it will be fixed, but it's in the list of things to fix with the next update. Thanks. --EvolvedAnt 07:26, 19 September 2009 (UTC)

Crash Course

Anyone know if anything has changed with the Crash Course update? —Yar Kramer 03:43, 3 October 2009 (UTC)