Sound formats

Archmage MC

L2: Junior Member
Jun 17, 2011
61
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I've noticed that a lot of sounds in TF2 are .WAV format, is it possible to put in custom MP3s instead? And if so, could I use said MP3s for a soundscape/Ambient_generic?
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
Right, what would be the format for MP3s then? As in, Hz, Bitrate, Sterio or mono, ext..

Nah, that is all source games I believe if they are custom. Or do you mean .VPKing?
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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You should leave all settings on default for the mp3 settings. I think TF2 does 44.1 kHz, but I'm not sure if that matters.

All custom content, be it textures, models, or sounds, needs to be pakked for everything to look and sound right.
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
I know about the packing, just not sure on the format. Though if its the standard 44.1khz/128bit/stereo format then that is good.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I'm pretty sure it needs to be mono. WAV's were mono and sterio doesn't even make sense when the sound is played as stereo (assuming this is assigned in the game audio options) from the environment.

IE when the sound is played it is played from a vector that is then translated through the environment into a 3D coordinate. The game plays the sound through the speakers based on your orientation.
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
Hm, looking at the .MP3s in the TF2 folder. (Though they are the opening menu themes) they are the standard format. 44.1Khz, 128bit, stereo.

Dunno if the same works for maps though. Though even if this is the format, custom sound file size goes down roughly 75-80%. Anything lower in format is more % saved on filesize, so that is good!
 

Archmage MC

L2: Junior Member
Jun 17, 2011
61
1
Ok, so MP3s do work. However, they only play once. Say in the case of a soundscape, they don't follow the "Playlooped" command, they just play once then stop. Anyway to fix this?
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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To have looped sounds, they need to be .wavs with the appropriate settings (the .wav itself needs to loop, not simply the entity).