Talk:L4D Custom Music Tutorial

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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)

This bug was not addressed with the Crash Course thing, doubtful it would be fixed before L4D2 is out. --RTF 05:41, 5 October 2009 (UTC)

There is a patch coming to L4D 1 that fixes a bunch of major bugs that (as I was told personally by a few Valve employees) was scheduled to be released shortly after Crash Course. I don't know if that patch is coming out before L4D 2 or not, but I do know that is the update that is going to contain lobby fixes along with match making 4x4, and that it may include fixes to the model crashing bug as well as (hopefully) the custom sound issues. --EvolvedAnt 08:46, 17 October 2009 (UTC)

Pakrat method seems broken

The PAKRAT method doesn't seem to work, at least for incidental sound effects I'm using in an ambient_generic. Of course, I'm open to the possibility that part of this might be because I haven't put it in a .vpk yet ... —Yar Kramer 23:12, 14 November 2009 (UTC)

The PAKRAT method requires your map to be run from the VPK (Also a valid nav mesh required). If you do not run it within a VPK the custom music/soundscripts will not work. Soundscapes on the other hand work fine using the PAKRAT method regardless of being in a VPK or not. --EvolvedAnt 10:24, 18 November 2009 (UTC)

Ah, all right, that makes sense, then. —Yar Kramer 18:39, 18 November 2009 (UTC)

snd_rebuildaudiocache method seems a little outdated

You can just put your custom sound folder into the hl2 folder which has only the shader folder and then use the command snd_buildsoundcachefordirectory ../hl2 which will take way less time - https://developer.valvesoftware.com/wiki/User:GeneralEcchi