Talk:L4D Soundscripts

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Feel free to make any changes, corrections, bounce ideas, criticize, etc. I can't wait until we find out how to get this done right! --ThaiGrocer (7/19/2009 11:36pm CST)

hey thai, gonna add a portion to this explaining how to get an official music template to work, quick and dirty. so people can add/edit their own accordingly. --RTF 18:57, 3 August 2009 (UTC) added a quick tutorial on how to use DeadAir soundscript in a custom campaign --RTF 19:17, 3 August 2009 (UTC)

Turns out there is a bug with using this method, even after stripping it down to just one map. Seems that certain events that aren't included have some bugs. Whenever I use a molotov on zombies, an alarm sound triggers. Alarm1.wav also happens to be the first alphabetical sound in L4D. Apparently the game looks for a sound and doesnt find it so defaults to the first sound in the list, being alarm1.wav. Still working on a fix. --RTF 15:23, 10 August 2009 (UTC) UPDATE - Not sure what is going on frankly, getting all kinds of random sounds whenever zombies catch on fire. Not just limited to alarm1.wav anymore. Tried a fresh reinstall of L4D fearing I had messed something up but getting same problem. Still looking for solution... --RTF 16:45, 10 August 2009 (UTC)

From what I have gathered; there was a similar bug in ep1 for soundscapes, where the ID of the sounds wasn't correct so it played the wrong sound. Seems this is happening now also. Took the update to OB to fix it. Anyone know of an email address to someone who could pass this along to dev team? --RTF 20:39, 11 August 2009 (UTC)

Hey, RTF. I know that you can get in contact Valve about bugs at least two ways. You can post on the steam forums or join Valve's L4DMappers mailing list. They read the forums and they even occasionally respond to the mailing list.

--ThaiGrocer 00:50, 11 August 2009 (CST)

Cool thai, could you possibly verify this bug I am having? Using this post hopefully

This Post Just want to make sure I am not the only one experiencing this particular bug :) --RTF 22:11, 13 August 2009 (UTC) ACTUALLY, nevermind was able to verify this on another machine. Seems a legit bug. --RTF 23:53, 13 August 2009 (UTC)

I'm experiencing the same issue as well, although ambient\machines\forklift.wav plays instead of alarm. I modified Deadline to pakrat an uncached wav file called deadline.wav into second deadline map. I hope this is a bug or maybe this isn't the correct (supported) way to get custom music after all! I'll post a reply to your post with my own experience. --ThaiGrocer 02:41, 15 August 2009 (CST)

UPDATE -- Seems to be related to one of the zombie deaths, doesn't have to be a "burn" death. Had it play on a regular weapon death, although I guess this particular sound triggers anytime a zombie is burned, but is not specific to it. --RTF 19:14, 23 August 2009 (UTC)

The incorrect zombie sounds problem is solved. I'm uploading a tutorial on how to do it the correct way. Will post a link when it is done. --EvolvedAnt

The zombie error was infact, not solved completely. I am getting in contact with Valve about this issue. --EvolvedAnt 18:12, 18 September 2009 (UTC)