Custom sound files?

Jul 6, 2015
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819
How would someone go about creating a sound file that can replace one of the default sounds in the game?
(assuming this is possible in hammer)

Rather then play the default sounds upon winning a match, I would like the game to reference a sound file I would have instead.
Is it possible to do something like this or closer in hammer?
 

Gale

L1: Registered
Aug 28, 2016
38
14
I believe it would be possible if you found the sound that plays when a round is won, and replace it with your own(with the same filename and directory), and pack it into the map it would do exactly what you're looking to do.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
You can use an ambient generic, and use either timers or logic_autos with delays to time the ambient_generic to play right before the match starts/near when the match ends. Make sure to check the flag "Play everywhere" on the ambient_generic.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
How do you find the sound file in the browser?
You have to put it in your custom context folder in your game files. Then in the sound browser, from the drop down menu click "Raw" (I think it's raw, I might be wrong just check all of them), and search up your sound file name in the filter. If you sound file is a .wav, then you can preview it straight from hammer. However if it's a .mp3 you can't preview it. Though you probably will want to use mp3s because the file size is smaller.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
First off, I meant "custom content" not "context", sorry about that. Anyways, in your tf/custom folder (where you may put mods, custom huds, hitsounds, etc), make an folder called something like "custom_map_stuff" (you can name it anything you want, and you can make multiple of these to keep it organized by author, asset pack, etc). Then in that folder, make a folder called "sound", then in that folder put your sound file in. If, let's say you have custom materials, models, textures, particles, etc. you'll want to make folders for those. So in the "custom_map_stuff" folder, you may end up with the folders "models", "materials", "sound", and "particles". These folder are all identical names to the folders in your /tf directory. Sorry I'm not on my computer right now so I can't give screenshots. However if you are still having trouble, I'm 99% sure there's a tutorials about getting and using custom assets. If you can't find one you can always join the steam group chat and ask the people there for help.
 
Jul 6, 2015
1,425
819
upload_2016-8-29_14-30-11.png

I cant find the custom folderpath, and nothing selectable pops up when I type in the name of the audio file.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Yup, search in the "filter" box, then when you click on a sound file all the other boxes will fill up with info.

Also if you can't find the custom folder path, you may not have it. Go to Your game's directory (if you don't know how to get to it, google it), and in your "tf" folder make a folder called "custom"


EDIT: Have you tried restarting Hammer or clicking "Refresh Sounds" after putting the custom file in?
 
Jul 6, 2015
1,425
819
Yup, search in the "filter" box, then when you click on a sound file all the other boxes will fill up with info.

Also if you can't find the custom folder path, you may not have it. Go to Your game's directory (if you don't know how to get to it, google it), and in your "tf" folder make a folder called "custom"


EDIT: Have you tried restarting Hammer or clicking "Refresh Sounds" after putting the custom file in?
I got the sound working thanks. Also, how do I pack the custom sound? Will Vide automatically pick it up or do I have to find it myself?
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I got the sound working thanks. Also, how do I pack the custom sound? Will Vide automatically pick it up or do I have to find it myself?
If you compile with CompilePal, it will automatically pack the content in when you compile your map. I've found it very easy to use, and it's much nicer knowing that things are auto packed, instead of running the risk on forgetting to pack somethings when you manually pack with Vide. If you do you CompilePal, make sure "run on compile" is checked on the "pack" tab.