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If you are trying to use custom sounds in Hammer for your HL2 or CS:S maps, you may have run into the same problems that I did: It won't let you browse for your files, It will only let you browse some folder that you can't find.

When you are browsing for files in-game, there are files that the game will see that Windows won't. This is because it is actaully browsing inside of a GCF file that is used by HL2 or CS:S. The game counts the GCF files as subdirectories. Inside the main GCF files there are subdirectories such as "sound", "models," and "maps."

You can use your own custom sounds by doing the following:

1. Find where your .GCF files are stored, then create a folder called "sounds" in the folder. now you will have "[root]sound" As explained above, to the game there is already a "sound" folder, when you add this folder to your actual file system, the game will see them both. You cannot edit your GCF files as far as I know because Valve Anti-Ceating system will detect it and disable all your stuff. Keep in mind that anything in your physical folder will override anything with the same name, in the corresponding location inside the GCF file.

2. Now create a new subfolder inside the "sound" folder. You can name it anything you want, for example "airplane". Now you have "[root]soundairplane"

3. Then place your sounds inside of this folder. If your sound file were to be named explode.wav, then you would have a path of "[root]soundairplaneexplode.wav"

4.Now, in your map in the env_sound entity in the properties it would look like this:
sound: "[root]soundairplaneexplode.wav"
Substitute the name of your file and subfolders for the one listed here. Your sound should now play upon compilation.

Upon further experimentation, I realized that your sound quality cannot exceed 44Khz (cd quality). Also, there is no really good way to distribute sounds with your maps, as this is a more mod-specific feature. You don't have to create the extra "sound" folder, nor must you create any subfolder, the sound can be placed directly in the [root] folder for whichever game you are mapping for (HL2DM or HL2 or CS:S)

Please note that you cannot BROWSE for your custom sounds, you must manually input the path, as the browser will only look inside fo your GCF files.

This tutorial is now obsolete with the advent of the new programs that allow you to embed your sounds into your BSP files.


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Discussion
[author]
Posted by Nickelplate on Sun May 28th 2006 at 8:09am

Go home.
0 starsPosted by fishy on Sat May 27th 2006 at 10:48pm

I said the tut was clumsy and unclear, not that i lack understanding of the subject.
[author]
Posted by Nickelplate on Sat May 27th 2006 at 2:20am

There, I've added some explanations. I've explained the basic concepts behind it now. if you still don't understand, sorry.
0 starsPosted by fishy on Sat May 27th 2006 at 12:57am

Stardog was right, btw. it's a clumsy tut, that doesn't make anything clear. sorry Nick
0 starsPosted by tvvladimir on Thu May 25th 2006 at 9:04am

Hey!!! smiley

I hav3e t3ried ur secodn method for putting sounds to D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mpsound folder

and i made two entities: ambient_generic with roots: soundwave1.wav
and one with longer root D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mpsoundwave1.wav but when i launch and try it out is says sounds not found smiley
please could smn explain how to root right the sound or IS IT TRUE THAT IF sound is exceed 44Khz (cd quality) it would say same message: Sound not found? because i used the sounds of the the guy called Jinx here in messgae board who has sounds good for hl1
0 starsPosted by Gwil on Fri Feb 18th 2005 at 5:43pm

The env_sound entity doesn't exist...
0 starsPosted by Andrei on Thu Feb 17th 2005 at 11:46pm

I don't get it; the tutorial was clear, to the point and helpful.
0 starsPosted by Myrk- on Thu Feb 17th 2005 at 10:47pm

Nickleplate is completely correct in this tutorial... If you don't understand don't rate.
[author]
Posted by Nickelplate on Fri Jan 28th 2005 at 6:11pm

So in other words you didn't understand it, so I'm the stupid one? You need to know how HL2 is set up, folderwise, before you act like you know everything.
0 starsPosted by Stardog on Fri Jan 28th 2005 at 4:24pm

Damn, that was a badly written tutorial.

So he's trying to say you create a "sound" folder where the .GCFs are?
"D:Program FilesValveSteamSteamApps" are where my GCFs are.

So "D:Program FilesValveSteamSteamAppssoundairplaneexplode.wav" ???

But then he says you don't have to create the damn folders, and that the sound can be placed in the [root] of HLDM ("D:Program FilesValveSteamSteamAppsmy@emailhalf-life 2 deathmatchhl2mp")

WTF is he on about?
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