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CHANGING WEAPON SOUND (WORKS IN SV_PURE 2)
posted in Customization
31
#31
1 Frags +
MightyAfter some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.

I've not done anything with this, but are there not multiple lines of text distinguishing the different sounds? I just know that w/ the explosions there were different effects for directs and things like that

[quote=Mighty]After some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.[/quote]

I've not done anything with this, but are there not multiple lines of text distinguishing the different sounds? I just know that w/ the explosions there were different effects for directs and things like that
32
#32
1 Frags +
Knuckles_MightyAfter some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.
SpannzerThanks for helping me on Steam, Mighty!no problem

I've not done anything with this, but ate there not multiple lines of text distinguishing the different sounds? I just know that w/ the explosions there were different effects for directs and things like that

There are, but the problem is that when we switch out the firing sound for certain weapons like the Original and the Scattergun, it switches between the listed firing sound, and the alternate firing sound(s) for the weapon.

EDIT: Strangely, this doesn't happen on sv_pure 0, but it does on sv_pure 2.

TL;DR
we need more people to look into this.

[quote=Knuckles_][quote=Mighty]After some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.

[quote=Spannzer]Thanks for helping me on Steam, Mighty![/quote]
no problem[/quote]

I've not done anything with this, but ate there not multiple lines of text distinguishing the different sounds? I just know that w/ the explosions there were different effects for directs and things like that[/quote]
There are, but the problem is that when we switch out the firing sound for certain weapons like the Original and the Scattergun, it switches between the listed firing sound, and the alternate firing sound(s) for the weapon.

EDIT: Strangely, this doesn't happen on sv_pure 0, but it does on sv_pure 2.

TL;DR
we need more people to look into this.
33
#33
0 Frags +

If you can swamp around the sound and particles, can you also do this for the viewmodels? Or is that restricted?

If you can swamp around the sound and particles, can you also do this for the viewmodels? Or is that restricted?
34
#34
1 Frags +

with great power comes great responsibility

with great power comes great responsibility
35
#35
2 Frags +

This is all theorycrafting but at least with my understanding, nothing'd stop you from using custom sounds for anything, assuming you get the game_sounds_something.txt files to properly and reliably load to do what you want.

Sv_pure no matter how many times it says whitelist is at the end of the day actually a blacklist that only fully blacklists a few folders, so a sound would still "work" in sv_pure if it's inside a folder like scripts or resource or literally anything that's not sound, models, materials, or particles. The only issue is that if it's there, it's not replacing anything, so you'd need game_sounds to reliably work to replace things (where you can just add ../ in the specified file location to bring it outside of the sound folder and use a sound from literally anywhere).

I experimented with doing basically the same thing with materials before vmts stopped preloading (despite there already being replay/thumbnails/, I wanted to see if I could, and I could). My experience with game_sounds is really hit-or-miss and I personally don't want to mess with it much, but if someone figures that out then you should be able to do whatever, unless I'm missing something key.

Probably going to be patched at one point or another but eh.

This is all theorycrafting but at least with my understanding, nothing'd stop you from using custom sounds for anything, assuming you get the game_sounds_something.txt files to properly and reliably load to do what you want.

Sv_pure no matter how many times it says whitelist is at the end of the day actually a blacklist that only fully blacklists a few folders, so a sound would still "work" in sv_pure if it's inside a folder like scripts or resource or literally anything that's not sound, models, materials, or particles. The only issue is that if it's there, it's not replacing anything, so you'd need game_sounds to reliably work to replace things (where you can just add ../ in the specified file location to bring it outside of the sound folder and use a sound from literally anywhere).

I experimented with doing basically the same thing with materials before vmts stopped preloading (despite there already being replay/thumbnails/, I wanted to see if I could, and I could). My experience with game_sounds is really hit-or-miss and I personally don't want to mess with it much, but if someone figures that out then you should be able to do whatever, unless I'm missing something key.

Probably going to be patched at one point or another but eh.
36
#36
2 Frags +

Could someone help me get the lugermorpher sound for the normal pistol?

Could someone help me get the lugermorpher sound for the normal pistol?
37
#37
6 Frags +
villainCould someone help me get the lugermorpher sound for the normal pistol?

is there a difference?

[quote=villain]Could someone help me get the lugermorpher sound for the normal pistol?[/quote]
is there a difference?
38
#38
0 Frags +
MightyAfter some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.

Yeah, I assumed that was the case. Shame.

[quote=Mighty]After some 'experimenting', I think that the reason why it switches sounds for the original is because there are multiple firing sounds for it.

If you transfer any sounds to the normal rocket launcher, they work fine, since it only has 1 firing sound.[/quote]

Yeah, I assumed that was the case. Shame.
39
#39
3 Frags +

hi

was experimenting with this and managed to do a few things:
there was a bug going around with this where sometimes on sv_pure 2 it'll fire both its old and new sound seemingly randomly. i noticed this on the scattergun + shotgun (and the original but idk if there's a fix for that yet).

in game_sounds_weapons.txt, you can add a custom entry (kinda like adding fonts/colors into the clientscheme for huds). you can go back into the .ctx file and change it from Weapon_Shotgun.Single to your new sound's name. also i found out you can use HL2 sfx (which is what this is)

//customsounds
"Weapon_HL2Shotty.Single"
{
	"channel"	"CHAN_WEAPON"
	"soundlevel"	"SNDLVL_94dB"
	"volume"	"1.0"
	"wave"		"weapons/shotgun/shotgun_fire6.wav"
}

i put this at the bottom of game_sounds_weapons.txt

	SoundData
	{
		"single_shot"		"Weapon_HL2Shotty.Single"
		"empty"			"Weapon_Shotgun.Empty"
		"reload"		"Weapon_Shotgun.WorldReload"
		"special1"		"Weapon_Shotgun.Pump"
		"burst"			"Weapon_Shotgun.SingleCrit"
	}

and put it in the .ctx file

what i think this means is that you can have whatever sound you want for a weapon so long as it has a .ctx file. it makes me wonder if it's possible to make a custom ctx file for weapons that aren't there.

edit: ctx files seem to just be named after the weapon's "item class" and the original shares the same item class as the stock rocket. idk how it'd be possible to change the original's sound w/o it changing back to stock every so often
edit2: oh hey you can change the pitch too

hi

was experimenting with this and managed to do a few things:
there was a bug going around with this where sometimes on sv_pure 2 it'll fire both its old and new sound seemingly randomly. i noticed this on the scattergun + shotgun (and the original but idk if there's a fix for that yet).

in game_sounds_weapons.txt, you can add a custom entry (kinda like adding fonts/colors into the clientscheme for huds). you can go back into the .ctx file and change it from Weapon_Shotgun.Single to your new sound's name. also i found out you can use HL2 sfx (which is what this is)

[code]//customsounds
"Weapon_HL2Shotty.Single"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_94dB"
"volume" "1.0"
"wave" "weapons/shotgun/shotgun_fire6.wav"
}[/code]
i put this at the bottom of game_sounds_weapons.txt
[code] SoundData
{
"single_shot" "Weapon_HL2Shotty.Single"
"empty" "Weapon_Shotgun.Empty"
"reload" "Weapon_Shotgun.WorldReload"
"special1" "Weapon_Shotgun.Pump"
"burst" "Weapon_Shotgun.SingleCrit"
}[/code]
and put it in the .ctx file

what i think this means is that you can have whatever sound you want for a weapon so long as it has a .ctx file. it makes me wonder if it's possible to make a custom ctx file for weapons that aren't there.

edit: ctx files seem to just be named after the weapon's "item class" and the original shares the same item class as the stock rocket. idk how it'd be possible to change the original's sound w/o it changing back to stock every so often
edit2: oh hey you can change the pitch too
40
#40
1 Frags +

Would someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)

Would someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)
41
#41
3 Frags +
Marty oh hey you can change the pitch too

Whoa! How please?

[quote=Marty] oh hey you can change the pitch too[/quote] Whoa! How please?
42
#42
3 Frags +
stabbyWould someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)

I made it here:
https://www.dropbox.com/s/9r4tn2sjemdq879/tf_weapon_sniperrifle.ctx?dl=0

put it inside "tf/custom/_______/scripts/"

[quote=stabby]Would someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)[/quote]
I made it here:
https://www.dropbox.com/s/9r4tn2sjemdq879/tf_weapon_sniperrifle.ctx?dl=0

put it inside "tf/custom/_______/scripts/"
43
#43
2 Frags +
MightystabbyWould someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)I made it here:
https://www.dropbox.com/s/9r4tn2sjemdq879/tf_weapon_sniperrifle.ctx?dl=0

put it inside "tf/custom/_______/scripts/"

Awesome! Thanks so much, I'll be sure to give you a shoutout in the post :)

[quote=Mighty][quote=stabby]Would someone mind whipping up a sniper rifle => AWP shot sound, please? I'd like to include it in the upcoming Everything Pack :)[/quote]
I made it here:
https://www.dropbox.com/s/9r4tn2sjemdq879/tf_weapon_sniperrifle.ctx?dl=0

put it inside "tf/custom/_______/scripts/"[/quote]
Awesome! Thanks so much, I'll be sure to give you a shoutout in the post :)
44
#44
0 Frags +
stabbyMarty oh hey you can change the pitch too Whoa! How please?

in tf/scripts there's a file called game_sounds_weapons.txt. it contains sounds for most of the weapons in the game.

edit: you have to pull this from gcfscape. i don't think it comes with the stock game. also, it needs to be updated constantly. if your game's sounds break, i would advise updating this file first.

you just need to add a new line under the weapon you want the pitch changed. so for example,

"Weapon_QuakeRPG.Single"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"1"
	"soundlevel"	"SNDLVL_94dB"
	"wave"		"weapons\quake_rpg_fire_remastered.wav"
}

would be changed to

"Weapon_QuakeRPG.Single"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"1"
	"soundlevel"	"SNDLVL_94dB"
	"pitch"	"50"
	"wave"		"weapons\quake_rpg_fire_remastered.wav"
}

you can also make the pitch random by adding a comma between the two numbers

"Weapon_QuakeRPG.Single"
{
	"channel"	"CHAN_WEAPON"
	"volume"	"1"
	"soundlevel"	"SNDLVL_94dB"
	"pitch"	"50,150"
	"wave"		"weapons\quake_rpg_fire_remastered.wav"
}

it will choose a random pitch between 50 and 150 (50 being the lowest, 150 being the highest)

i'm unsure if this works 100% in sv_pure 2. i'm doing it on my teams' match server but haven't done much else to test it.

[quote=stabby][quote=Marty] oh hey you can change the pitch too[/quote] Whoa! How please?[/quote]

in tf/scripts there's a file called game_sounds_weapons.txt. it contains sounds for most of the weapons in the game.

edit: you have to pull this from gcfscape. i don't think it comes with the stock game. also, it needs to be updated constantly. if your game's sounds break, i would advise updating this file first.

you just need to add a new line under the weapon you want the pitch changed. so for example,

[code]"Weapon_QuakeRPG.Single"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_94dB"
"wave" "weapons\quake_rpg_fire_remastered.wav"
}[/code]

would be changed to

[code]"Weapon_QuakeRPG.Single"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_94dB"
"pitch" "50"
"wave" "weapons\quake_rpg_fire_remastered.wav"
}[/code]

you can also make the pitch random by adding a comma between the two numbers

[code]"Weapon_QuakeRPG.Single"
{
"channel" "CHAN_WEAPON"
"volume" "1"
"soundlevel" "SNDLVL_94dB"
"pitch" "50,150"
"wave" "weapons\quake_rpg_fire_remastered.wav"
}
[/code]

it will choose a random pitch between 50 and 150 (50 being the lowest, 150 being the highest)

i'm unsure if this works 100% in sv_pure 2. i'm doing it on my teams' match server but haven't done much else to test it.
45
#45
-7 Frags +

yo im getting something wrong cause when i put the stuff in it only makes it so that i cant hear my rocket launcher but i can hear others

can someone replace original sound with rocket launcher sound pls xx

yo im getting something wrong cause when i put the stuff in it only makes it so that i cant hear my rocket launcher but i can hear others

can someone replace original sound with rocket launcher sound pls xx
46
#46
8 Frags +

the sound of the original is the best part of it, u guys are crazy

the sound of the original is the best part of it, u guys are crazy
47
#47
0 Frags +

shut up soft america
this way, I get to lie to myself about not being soft aim

shut up soft america
this way, I get to lie to myself about not being soft aim
48
#48
2 Frags +

anyone got stock -> original

anyone got stock -> original
49
#49
0 Frags +

I have money editing gods

I have money editing gods
1 2
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