If anyone is seriously struggling with this Custom Sound Addon tutorial and thinks a text version of it would be easier to follow, then just know that I have a link to my text version of this tutorial at the bottom of this video's description.
Okay, now ask me how to mod sound that gonna fucking work is this trash source. Like seriosly, why the fuck my modded sound doesn't using by game. - Tried to mod: ui/bigreward.wav - Tried to mod: weapons/scout/deploy-1.wav - Tried to mod: weapons/scout/shoot.wav - Tried to mod: weapons/chrome/deploy-1.wav And so on. Its literaly in one folder with my sound. Where the fuck he reading from!?
As long as the folder path with those sounds is set up correctly, as long as the custom and original sound settings are the same (as shown in the video), and as long as your addon is packaged in vpk.exe, and then the created packaged file is placed in the "addons" folder, it should work fine in game. You could also try separating the sounds you're trying to replace/make mods for into their own addon folders, so you don't for example have a mod that is affecting both a sound in the "ui" folder, and in the "weapons" folder, as the sounds under "weapons" will probably play very often, while the sound under "ui" probably will play very rarely. (Note: this tip is more for organizational purposes)
@@NebulousNova I got a solution 2w ago. Because i have to test new sounds i have to override original sounds ingame. And game have many folders with content: left4dead; left4dead_dlc1/2/3; update. And whole this shithole confuses me for all day. When i realised it i finally have full sound modding in hands
@@unamelable256 Ok that's good to hear. I wish I could have helped you 2 weeks ago, but UA-cam didn't notify me of your comment for some reason, and I just came across it yesterday when I decided to look through all the comments and replies on my videos.
@@NebulousNova Hey do you know a way to make local host be able to play the The last stand metal tank music for all players on any tank spawn and on official and custom maps without players having to download anything not just finale tank music, so all players whos in the server can hear it? Since its a file ALREADY in game do you think its possible? I had this wish for some time.
this was a great tutorial. now all I need is a list of what special infected sounds are ACTUALLY used in game, cause it seems like half them aren't even used and editing them is a waste of time.
I would guess that most of the special infected sounds are used, but there are definitely a whole lot of sound files which are all used for the same thing. It's like how the Smoker seems to have 6 different death voice sounds, for whatever reason. A lot of sounds for the special infected are scattered all over a bunch of different folders too. It's also important to note that when it comes to a good amount of files for the music that plays when special infected hold or vomit on you, and for audio concerning some other "near-death" related things, these sounds can be found in: [Left 4 Dead 2 -> left4dead2 -> sound -> music -> terror] and [Left 4 Dead 2 -> left4dead2 -> sound -> music -> tags], if you happened to be looking for any of those.
Thank you for this guide, i followed every single step of this tutorial and it worked!. The only issue is that my steam account is limited so i can't set the addon to public and it would be so hard to convince my parents to purchase something for me (especially if it's game related) . But besides that, Good tutorial!!.
Happy I could help you. If I remember correctly, Steam added the policy a while ago where you need to spend at least $5 in order to gain access to all features or whatever, and it seems they haven't let up on that (or maybe they made it more restrictive and I'm just not aware). Anyways, I'm glad you found the tutorial useful.
Leaving this here as an idea I may attempt. I'm thinking of sampling the F.E.A.R enemy npc death voices. Thinking It'll play nicely when doing 8 player sessions with Umbrella soldiers. Quiet most times until death pretty much, unless I find useable material that can match some typical lines spoken during regular play.
It should work if all the steps were followed correctly. I made a local main menu music mod a couple months back to test this, and the music played fine for me in game
If the file type, sample rate, format, etc. of your custom sound is the same as the default one, it shouldn't do this. If it still does sound messed up after checking these details, then either there is possibly something about the custom sound that you are using that is causing problems, or the default sound just has something else that is influencing how it plays in game (maybe another file?) In this situation, I would say to try to use a different custom sound, or mess with the custom sound's details in Audacity until you can get it to play right (or at least good enough) in game.
Open Steam, go to "Library", check the "Tools" section in the dropdown box on the upper left side of the Steam window, and then click on and install "Left 4 Dead 2 Authoring Tools." After doing this, vpk.exe should appear on your computer in Steam -> steamapps -> common -> Left 4 Dead 2 -> bin If vpk.exe still doesn't show up for you after this, then there is some sort of bug on your end, and it then might help if you re-install the Authoring Tools, or try to follow this tutorial on another computer. Also know that I don't imagine the addon creation process being that straightforward if you happen to have a non-Steam version of Left 4 Dead 2
@@maplesyrupvvvv the Left 4 Dead 2 Authoring Tools, which will give you the vpk.exe file when downloaded, have as far as I know always been free to install, regardless if you got Left 4 Dead 2 for cheap
Great Guide! I have a small question tho, can we delete the folder that we used to make the addon once the addon is made and in the addons folder? Or would that mess something up.
Yeah, you can delete the original addon folder, but if you later on end up wanting to make changes to your original addon folder or its files, then you'll need to have installed GCFScape (or a similar program) to access them from the packaged .vpk addon file. Sorry for not responding a couple days ago, but I was unfortunately busy then.
I have problem So I was trying to make hotel Mario menu OST (bootleg Mario game) that replaces Charger's mortification and contusion. But what if I replace mortificationhit and contusionhit (this plays when charger hits teammate) Then it makes static sound. I tried mono and 44100Hz. And it didn't work
I just made a mod that replaced both the mortificationhit and contusionhit sounds for the Charger (one of the custom sounds was mono, and they were both 44100Hz), and tested them in-game, and each of the sounds played fine for me. I didn't hear any sort of static. Maybe the length of your custom sounds were different than the original, maybe you didn't export your sounds as .wav files with the "16-bit PCM" audio encoding option selected, or maybe you made some other sort of small mistake? I would recommend trying to make the addon again (and if you want, looking over my tutorial again), and checking closely that no mistakes were being made in the addon-making process.
If you already have an addons folder in your left4dead2 folder, then all of your packaged addons should go in there; you don't need to make another addons folder under one of the DLC folders. If you're trying to specifically replace L4D1 or other sounds that are not under the left4dead2 folder, it shouldn't matter, as L4D2 looks under all files and folders below the main "Left 4 Dead 2" folder from my experience. As long as the sound you're trying to replace is under the "Left 4 Dead 2" folder, you should just be able to make the addon normally (as I show in the video), and everything should work fine.
@@Cookie_AEugh No, you shouldn't need to. I tested this with a gun sound that is located under Left 4 Dead 2 -> update -> sound, just to be sure, and it worked perfectly fine with me just putting a replacement sound in its proper place under the "sound" folder; I didn't need to also create the "update" folder before it. The only folder that should come before the "sound" folder in the path you're mentioning is your main addon folder, which is preferably titled whatever the name of your addon is.
It should work if all the steps were followed correctly. I made a local main menu music mod a couple months back to test this, and the music played fine for me in game
@@rylaninstead I can't (or at least wouldn't want to) imagine addon creation support breaking for Left 4 Dead 2. In the case where it is broken because of a recent update, I would think that you could fix this by going back to an earlier version of the game. This normally is done by going into the game's properties on Steam and selecting an earlier version, but you would first have to check that going back to an earlier version is an option of L4D2 in Steam. In the case you are trying to but can't go back to an earlier version of L4D2 on Steam, you would need to find an older non-Steam version of L4D2 somewhere online.
@@rylaninstead All I can say from what I'm hearing is that you make sure most of the settings of the base and custom sound, like the sample rate, length, and encoding setting (which you can choose when exporting from Audacity) are the same. You could also try using another sound, just to see if the sound you are using is causing problems for some reason.
Yeah, I know how to make a voice mod. I'm not going to make a video about it because you can make that type of mod by following the general steps in this video. The only difference really between making a voice mod and another type of sound mod is that the folder paths to the sound files you're looking for are different. To find all of the voice files that you want to replace for different survivors, look in Left 4 Dead 2 -> left4dead2 (and the left4dead2_dlc folders if you want) -> sound -> player -> survivor -> voice If all goes well, you should be able to take my explanation from the video, and about the survivor voice files location from this comment, and be able to make a voice mod perfectly fine. Just know that there are a huge amount of voice files for each survivor though, so it would be a good idea to spent some time thinking about what specific voice files you want to replace.
Hello, I made an end credits mod and it works just fine, but only in left 4 dead 2 campaigns, when I finish a left 4 dead 1 campaign it doesn't work. Does this have a solution?
There should be a solution. I would say to go to [steam -> steamapps -> common -> Left 4 Dead 2] and then look in the left4dead2_dlc folders (left4dead2_dlc1, left4dead2_dlc2, and left4dead2_dlc3) in order to find the Left 4 Dead 1 finish sounds/the folder path to these sounds. I think it's a good idea to check these folders because I know Left 4 Dead 1 content can be found in them. Here's a search starting point: I have a good feeling that you'll find the sound(s) you're trying to replace if you go through the [left4dead2_dlc2 -> sound -> music] folder path.
Unfortunately, even though your sound may seem loud enough in Audacity, it will often play quietly in-game when it is used to replace certain default sounds (especially music). To deal with this, I would recommend either increasing the audio boost in Audacity (which may sadly result in unwanted clipping/distortion) by using the volume slider bar on the left side of the program window, once you make sure your custom sound is loaded in. In Audacity, you can also select your custom sound, and then go to Effect -> Amplify in order to boost the volume of your custom sound. You can also use another program or website to increase the volume level if you want. A solution that doesn't involve changing the volume level of your custom sound would be to go into L4D2's audio settings and messing with the volume sliders for different game sound types in order to try to get your custom horde sound to sound fine in proportion with some of the other game audio (I don't recommend trying this option unless you really want to leave your sound the way it is and possibly have its audio level fit better). It is always good to make sure that the custom sound you are using is recorded at a relatively high volume level, so the issue of audio that is too low doesn't come up as much. I know this is pretty obvious, and finding audio that is already loud and not distorted is not always easy, but it's nice to not have to make extra adjustments to your custom sound(s) if you don't need to. I hope at least one of these tips helps you.
@@NebulousNova Thank you! I was able to eventually get it working via duplicating the track, and then using the normalize tool to make it louder, and using the compressor on the parts where the audio would clip, then repeating the last two steps until it sounded right 👍
If the problem is that the sound won't play in game, I would say that you should first closely check that you followed each of the steps correctly. If it still looks like everything is perfect, then maybe try following the tutorial again with a completely different sound. If you try the tutorial again with a different sound and keep running into the same problem, then I think there is probably a little mistake being made somewhere that is hard to notice. All it takes is one tiny thing that is set up incorrectly to make the addon not work (folder/file name misspelled, addon or its file(s) placed in wrong folder, and so on.) A reason for your custom sound not playing could also be because there is more than one sound for the thing who's sound your changing (for example, a lot of melee weapons will have multiple different impact material and impact player/zombie sounds), and it's possible that the other sounds of this thing are preventing you from easily hearing your custom sound. If the case is that your sound will play fine in game but the addon won't show up in the in-game list, setting up the addoninfo.txt file as I say in the video should solve this problem.
You can try boosting the volume using Audacity or some other audio-editing program, or if possible, you could re-download or re-record the original sound you want to use, with a higher volume level. You can only make your sound so loud before it gets distorted-sounding though. You could also try exporting your sound with different settings to see if it will for some reason end up playing louder in-game.
Make sure that your addoninfo.txt file is set up correctly and is in your main addon folder, and it should show up; that's always worked for me. If your addon doesn't show up in the addons and doesn't work at all in-game, then there's probably something bigger going on that you will probably need to look into.
You can use longer audio files, but there is a higher chance that you'll run into audio glitches from doing this, from what I remember. I also think there's a chance that your song could get cut off early in-game if you do this, but I can't make a guarantee, because I haven't tried to save audio longer than the original in my addons for a while.
Does it have to say vpk.exe? mine just says vpk Update: I did somehow manage to get my custom music to play once then I heard how awful it sounded so I retried the process and now it won't play at all now.
.exe is just the file name extension, and these things say what the file type is for different files. The vpk file you are talking about (file extension included) should be vpk.exe. File extensions may be off by default on Windows devices, but I left the file extension on so people would know what type of file I am talking about throughout the video. You can make the file name extension show up for your files on Windows by going into the Windows Explorer and clicking on the box that says "View" at the top of the window, and then checking the box for "File name extensions". As long as the length, audio rate, export encoding option, and possibly the audio format (as shown in Audacity), for your custom sound are the same as those of the base sound, your sound should play fine in-game. On rare occasions, there are certain sounds that for some reason may play back at slightly different speeds each time they play in-game. If this is what you were originally experiencing, I would just recommend that you either mess with some of the settings in Audacity to get your sound to play fine, or try following the addon process with a completely different sound. The issue of your sound not playing at all should mean that there was a mistake made somewhere in the addon creation process, which could include things such as : - Incorrectly naming an addon folder within your main (addon name) folder - Forgetting to package your addon folder using vpk.exe - Having your custom sound not be the same file type of as that of the sound you're replacing - Not putting your packaged addon file into Left 4 Dead 2 -> left4dead2 -> addons - Having another active sound addon that replaces the same sound that you're trying to replace with your own custom addon The case also could just be that the volume level of your custom sound is really low and hard to hear. Even though this is probably not the case in your situation, making your audio loud in-game without having the audio become distorted can be difficult. In this case, I would recommend trying to use sounds that were originally recorded at a relatively high volume. I hope some of the info in my response helps you.
@@NebulousNova Another question do I need to change the music from stereo to mono? I refollowed the tutorial and I can see my addon in the list now but it still won't play the music I used.
In Audacity, if your custom sounds become low or high pitched once you change the audio rate, you can fix this by selecting your custom sound and going to "Effect -> Change Speed" in the top menu, and playing around with this setting until you get the speed back to normal. If the audio is sounding off to you in game though, just know that if the audio length and format of your custom sound are the same as the default sound, this should stop most custom sound playback problems. Sometimes the sound pitch issue (or the audio screech issue) may still come up though, and to solve this, you can try changing the "Encoding" setting when you go to export your sound from Audacity. Normally, "Signed 16-bit PCM" is what most of the default L4D2 sounds are set to (you unfortunately might need to download another program that shows file specific file info/metadata to see what the encoding settings are for individual sounds), but even when the original sound is encoded in "Signed 16-bit PCM", and when you save your custom sound in this format from Audacity, you might not always get perfect results. In this case, I would recommend either trying out different encoding settings until one makes your sound play good enough in game, or you could maybe try using some sort of audio converter to convert your audio from whatever format it is currently in (regardless if it is the same as the default sound's format), and then convert it into the format as the default L4D2 sound, and go through the Audacity process with it. If all this fails, you could just try using a different sound and following the regular tutorial steps in Audacity, and see if you get better results. The steps that I detail above luckily don't need to be followed when creating most sound addons, but there are some cases where you might want to look into trying them out, in the hopes that your sound will play more accurately in game. Also note that some sounds will playback in a strange way, and there is no obvious way to fix this problem. For example, I was testing out a custom sound for zombie horde warning noise yesterday (like when you activate a button/switch that starts the zombie spawns in Survival mode), and the custom sound had the same settings (including encoding options) as the original, but the custom sound seemed to layer over itself at different pitches. There are also some sounds where the audio cuts out at a certain point in the default sound, and so your custom sound will cut out at that same point too, and there is no clear fix to this (if it is possible, you probably have to edit some code). These are important things to note when creating custom sound addons.
Huh. Maybe it's because you're playing L4D2 through Steam's "game streaming" feature (which might still be around). In this case, there should be an option in Steam to switch from streaming the game to installing and playing it locally. If game steaming doesn't apply here, and if your L4D2 still runs fine, and you're completely sure that you can't find the Left 4 Dead 2 folder anywhere on your computer, you can try verifying the L4D2 game files (this should replace missing files). Do this by opening Steam, and go to Library -> Left 4 Dead 2 -> Properties -> Installed Files -> Verify integrity of game files If all else fails, you might as well do a complete reinstall of L4D2 on your computer, or alternatively, try to install and run L4D2 on another computer.
As long as your main addon folder (the first one you open) has the addoninfo.txt file in it, with this file set up the way that I show in the video, your addon should show up in the in game list. Other than checking to see if addoninfo.txt is in the right spot in your addon folder, make sure that .txt is just the file extension of addoninfo.txt, rather than part of the file name. I don't think there are too many things that could be causing your problem, so this info might help.
Hey! Thanks for the guide, I tried following the steps to make a tank mod that replaces the rock pick up sound, and everything worked out perfectly until it came to testing the sound mod out, for some reason the sound sounds perfectly normally, but highly low pitched in the game, i even replaced the tank rock pick up sound files with mine and it still ended up low pitched, have you got anything similar, that could help me out there? I tried a bunch of different stuff but nothing different.
Yeah, that happens sometimes unfortunately. I have had times where I replace a sound, only to have it play at a different pitch each time it is triggered in game (sometimes at the right pitch, but many times at the wrong one.) This is regardless of the fact that my custom sound is the same length, set to the same hertz (Hz) rate, has the same format, and has the same encoding setting and file type as the base sound. You could try to mess around with the hertz (Hz) rate of the sounds in Audacity to see if you can get them to a rate where they consistently play at the right speed whenever the sounds are heard in game. Also, if you're ok with experimenting, you could try converting your sounds to different file types, change other settings about them in Audacity (like the sound format and export encoding options) or just use different custom sound files, if all else fails, to see if you can solve the problem. I wish I could give you a straight and easy answer, but as this is a problem that I haven't find a perfect fix for, I can't. The strange part about this whole issue is that when some sounds are replaced, the custom sound will play the same and perfectly fine every time in game, while others will have unwanted changes in pitch when you hear them in game, upon being replaced. There might be some sort of file somewhere in one of the Left 4 Dead 2 folders that regulates how the pitch of each sound will play in game for different objects/events, but I have no idea if this even exists, or where you would be able to find this file, or how you would make proper changes to it, even if it does. This pretty much means that we just have to make the best out of a bad situation. I hope something I mentioned above helped you solve the problem, or at least gave you an idea as to how one might go about finding a solution to it.
I don't know if you're still responding to comments here but, I decided to make a mod to replace the Tank Themes, I followed this tutorial to a tea, everything seemed to be working, but once I spawned in a tank or encountered one, it was just really loud static with a really distorted voice (possibly from the song but just glitched) and everything I have looked up so far has not been helpful.
I've made a couple Tank sound addons using the process shown in the video over the years, and from my experience (including testing one of them again in-game a couple of minutes ago), I have gotten them to work fine, and without audio glitches. My guess is that there was a small decision you made somewhere during the addon making process (purposely or not) that is resulting in this audio bug you are running into. I would recommend that, using Audacity (or another audio editing program), you make sure that your custom sounds are made to replace the Tank sounds as effectively as possible. Make whatever changes you can to your custom sounds to get them similar to the base Tank sounds. This includes making the audio lengths the same, making the Hz rates the same, making the settings under "Format" the same, exporting your custom sounds as .wav files, and if you really wanted to, you could load your custom sounds into Audacity as .wav files (though I can't imagine there being any obvious benefits of doing this.) Also, in the Audacity export options, exporting your final custom sounds with Signed 16-bit PCM encoding is always recommended, as I have seen sound addon bugginess show up whenever I have failed to do this. It could also be the case that you have another active Tank sound addon that is conflicting with your Tank addon, in which case you could go into L4D2 or the Steam Workshop to disable any other Tank sound addons to possibly stop this confliction. If all of this fails, you could try to convert your custom sounds to other audio file types before loading them into Audacity and continuing the tutorial, and of course, you could just try to use different custom sounds when making your addon, because you will then know whether the sounds you originally tried to use were causing the audio problem.
@@NebulousNova So, before I even saw your reply I was able to fix it. I had forgotten to set the encoding to Signed 16-bit PCM and accidently did 32-bit float, after changing it they are all working perfectly. Even if I didn't end up needing your help in the end, thanks for replying anyway.
@@thelognerrator You're welcome. It's good to hear that you were able to quickly fix the problem you ran into. I feel like pretty much everybody who regularly creates L4D2 sound addons has made the no Signed 16-Bit PCM mistake at least once or twice.
Modding the M60 is the same as the other weapons, it's just that this gun's firing sounds are in the left4dead2_dlc1 and left4dead2_dlc2 folders, and its other sounds are in the update folder, rather than the left4dead2 folder. All of these folders that I just mentioned are directly under the main Left 4 Dead 2 game folder. You can set up your addon folder path like "addon name" -> sound -> weapons -> machinegun_m60 -> gunfire (and/or include a separate gunother folder in the machinegun_m60 one), and put the M60's files in here, and you should be good to go when it comes to properly structuring your addon folder path for modding. A thing I noticed about the M60 sounds that I thought I should also bring up is that the M60 firing sounds in left4dead2_dlc1 and left4dead2_dlc2 seem to be exactly the same, so if you for whatever reason want to directly adjust the base M60 firing sound, it shouldn't really matter which folder's M60 gunfire sounds you decide to copy over into your addon folder and make changes to.
Hello, is it possible to remove a custom weapon sound from a mod and change it back to the default one? Currently have a deagle mod but weapon sound is too loud. Thanks!
Yes it is. You could find the packaged mod in the "workshop" folder in "addons", extract it using the program GCFScape, take the extracted addon folder and replace the mod maker's custom sound with the default one, and then re-package the addon and put it in your "addons" folder.
I'm trying to change the main menu music, I followed every detail to the core for it but used the folder named music in left 4 dead 2 category, although the addon won't show up. Not sure what I'm doing wrong.
Just to first make sure that you're looking at the right folder, the main menu music is located at Left 4 Dead 2 -> left4dead2 -> sound -> music -> l4d2 What you're doing should work as long as you don't leave any of the unchanged default music in your custom addon folder. If you have your custom music in a folder with the default one(s), it will randomly decide between playing your custom music and the unchanged default game music that is still in your addon folder. I would recommend just deleting any unchanged default main menu music from your addon folder, leaving only your custom song or songs for the game to choose between. I created a custom main menu music addon a couple minutes ago and tested it out multiple times over (I closed and reopened the game a few times) and it worked perfectly fine each time after I removed the leftover default sounds that I didn't replace from my addon folder. You may also need to bring up the volume of your custom sound in Audacity (or in whatever other audio editor you're using), in the hopes that your addon's sound plays at a high enough volume in Left 4 Dead 2.
@@NebulousNova I made my folder, with the same pathway as the original folder presents exactly the way you said. I tried naming the files the same as the orignal ones but just with my custom music which was all the same time length through audacity and bit rate etc, everything matched up correctly, but it wouldn't show up in addons after I tried making them an addon, and it also just wouldn't change the menu music period. Instead it just became silent with no music at all. Not really sure what I have to do make this folder work correctly but I feel like I did everything. I only want one song, and one song only for this particular lobby music.
As long as you set up your custom music addon folders correctly, get the certain sound settings that I describe in the video to match with the original using Audacity (or another sound editor), and make sure every folder and file is named correctly (the same as the original, aside from your top-level addon folder, which can be named whatever you want), everything should work fine. Creating an addoninfo.txt file in the top level of your addon folder, and then packaging your addon with vpk.exe, and then placing it in the "addons" folder should guarantee that your addon will show up in the in-game list. It is also worth mentioning that your custom sounds should be the same filetypes as the ones you're replacing. Each main menu song has a .wav file, a.wav mono file, and a .mp3 file. You will need to export your custom music from Audacity to match these settings. The regular default .wav file can be replaced the way I say in the video, the .wav mono file can be replaced if you click on the track name in Audacity, click on "split stereo to mono", and then deleting one of the two leftover tracks at this point, after which you can export this remaining track to replace the mono .wav one. For the .mp3 main menu music, you can just go to File -> Export -> Export as MP3 to replace the default .mp3 file. Also note that for the .wav file exports, that "Signed 16-bit PCM" should be selected each time, or else there could be problems. When I tested my custom addon, I only used one song to replace nearly all of the original main menu songs (I deleted two of the main menu songs from my custom addon folder but replaced the other three with my custom song) and only my custom song played each time I started up the game and was in the main menu. Also, like I said in my last response, it is important to make sure that the volume level for your custom music is loud enough, because if your music is even just a little bit quiet, it could be really hard or nearly impossible to hear it. The good thing is we can say for certain that you are affecting the right files when creating your custom addon, as you are hearing silence instead of the default music, so that's a start. To make this easier on yourself, if you aren't already, I would say to just take the .wav, .wav mono, and the .mp3 file of a specific main menu song, and only specifically focus on replacing these three sounds (each main menu song has one .wav, .wav mono, and .mp3) and replace all of these files with the same song, but using the correct method, as I described in the second paragraph of this response. This should more easily allow you to get your custom main menu music addon to work. Only if this doesn't seem to work properly would I recommend adding more of the default main menu songs into your custom addon folder and trying to replace their .wav, .wav mono, and .mp3 files. I know this may be a long response, but I'm just trying my hardest to see if any of these details help you in making your addon.
@@NebulousNova Thank you man, I figured it out now thanks to your hard work and fast replies. I simply didn't make a mono version of the custom sound with the audio. Not to mention, I needed to add 5 copies of the original sound track but as my own custom sounds for it to finally register. After doing so, it worked as soon I loaded up my game! I'm happy now and happily subscribed. Cheers brother!
@@dylansobright Thank you for the response. I wish I could have mentioned some of the more specific details in my responses to you in this video, but there are just so many random small things that only need to be focused on when looking at very specific sounds. Trying to note every small detail, including ones that don't apply to sound I'm replacing in the video, would take a very long time. I also hadn't even made a menu music addon until just the other day after I saw your comment, meaning that I couldn't have confidently explained how to make a working main menu addon before then, so there's that too. Anyways, thank you again for the response, and I'm happy I was able to help you get your addon working.
yeah i dont know what im doing wrong, I'm trying to replace the death music with the song "California Dreaming" by The Mamas and the Papas (its a slowed version of it) but it never works for some reason
How big is the problem of California Dreaming not playing? -- Will it not play at all when you go to test it in-game? -- Will it play but just at the wrong speed/pitch? After you can hopefully answer the above questions, I would recommend that you let me know of the parts of the tutorial that are hard or confusing for you, and I can bring up mistakes that you could've made while trying to follow it. Hopefully, this will eventually lead to the addon finally working for you. If you are extremely confident that you did everything correctly, and don't want to repeat the custom sound addon process for this song, I would say that you try to follow this process again with a different Left 4 Dead 2 and/or custom sound to see if you can get any one of these finished addons to work.
@@ghostitious I would say that you make sure all the folder and file names are correct, that the folder path is correct, that your finished addon you are testing is packaged as a .vpk file and is in the "addons" folder within "Left 4 Dead 2" -> "left4dead2" (if you're using it locally), that your custom sound has the same settings (length, format, rate, and so on) as the original death music, and make sure that your custom sound sound file type is the same as that of the sound file you're replacing (which should be a .wav file). I can almost completely say that the problem with your addon not working is just because of a small mistake, so I would recommend that you look over the things to check that I mentioned in the first part of my comment, and you will then likely be able to fix the issue.
I don't think I've ever seen that error before. You could try to fix this by repairing the L4D2 game files by going into Steam, right clicking on L4D2, and going to properties -> installed files -> verify integrity of game files, and then clicking on this last option to see if it fixes your problem. You could also do this same thing with the L4D2 Authoring Tools if the first fix doesn't work. The problem also could be showing up because of something else (the addon folder isn't packaged as a .vpk file, Left 4 Dead 2 and Left 4 Dead 2 Authoring Tools are installed on different drives, the game/authoring tools need an update, etc.) If you really want to, you can also completely uninstall L4D2 and the Authoring Tools and reinstall them, and see if you get the same error. If you do this and get the error again, then it probably has to be either a computer/operating system related problem, or just mistakes being made in the addon-making process.
@@lupine_reaper0075 It might, because I notice that vpk.exe files from other games have different sizes, but I haven't tried to package L4D2 addons with a different game's vpk.exe. If using the vpk.exe from L4D2 doesn't work, you can try using the other games' vpk.exe files to see what happens.
@@lupine_reaper0075 If you have already tried all of the things I said before, and they didn't work for you, you could try to make the addon on another computer, if you have an extra one to use. I'm not sure if using an operating system other than Windows would cause problems, but if you are on macOS or Linux, I can't help with problems that you think might be related to those OSs. Anyways, getting the same error after trying to make your addon on another computer, after first making sure that your computer and its OS aren't causing problems, and after trying to follow all the earlier possible fixes would have to mean that your errors are getting caused by one or more mistakes being made in the addon creation process. In this case, my advice would be to just follow the tutorial again to make sure there isn't any confusion with the steps.
I changed the image's name to addonimage.jpg but ingame it's just the default one instead of mine, I've noticed in your video your image's size is only around 50kb while mine is around 2mb. Do I have to compress it for it to work properly?
2 mb is pretty large for a .jpg file. Regardless, I now don't think that file size really even matters here. While writing this comment, I looked through my addons (the ones that I've made) and realized that one of my addon images (a .jpg file) which shows up fine in game is slightly over 2 mb. The weird thing is, I have an image for another one of my addons (also a jpg file) that is around 700 kb which doesn't show up in game, and is instead replaced by the default image (the L4D characters standing). The only thing I noticed that could be a problem relates to how the image I used, which I mentioned as not showing up properly above, was an image exported from Photoshop. I would like to believe that the simple fact that this particular image was a Photoshop export isn't a problem, but I unfortunately don't really have anything else to go on when trying to figure out what the problem is. At this point, the first thing I can really suggest you do is re-save/compress your custom image using some website or program, and then take this new image and put it in your addon folder. Assuming the image not showing up problem was caused by some data of your custom image that Left 4 Dead 2 couldn't process properly, this should fix the issue. If you are on a Windows device, and you are trying to re-save your image, you could just use the "Save as" option built within the Photos app to do this. If this suggestion doesn't seem to help you, then I would recommend either trying to find another upload of your addon image if you're using an image that you found on the internet, or using another image creating/editing program to construct/export your image if your image is one that you put together yourself. An important tip I thought I should also mention is that if your original custom addon image is a file type other than .jpg (like .png) and then you change the file name extension to .jpg in order to try to get it to show up in Left 4 Dead 2, just know that, in general, this is not a good solution for changing the file type of an image. Programs will likely still view the file as its original type as far as I've heard. You should use a file converting software/website to change your image type. You could of course also use the Photos app tip mentioned in the above paragraph in order to do this.
I've been following the tutorial but I've been struggling with one part, that being packing up the sound files into a vpk file. Hear me out on this, so I want to make TLOU assault rifle sounds, and I make the vpk shortcut, I tried dragging the mod file into the vpk shortcut but nothing happens, I even tried using GCFScape, I don't know what the heck is going on, can you please help me out on this one. I've been wanting to be a mod creator for L4D2 but I just never got the chance. Oh and on more thing, I tried making the vpk into a shortcut by right clicking it in bin to send to desktop as shortcut but it gave me and error reading "Windows could not create the shortcut. Check to see if the disk is full." I'm not sure what this means but I need help! I felt like giving up on modding entirely if I don't have the skills and motivation to do so. Thanks.
Ok, I'll try to help you with this. Since dragging your addon folder in vpk.exe doesn't do anything, and since you are getting a Windows error when you try to send .vpk to desktop as a shortcut, I think that the problem you're having is not from following the tutorial wrong at all, but is from either a problem with something related to the computer's drive(s), or the problem is due to both this and program files being missing that are needed for your addon to be created successfully. I just now looked up the "could not create the shortcut...disk full" error, and it usually seems to come from the Windows operating system getting corrupted in some way. Assuming you were able to install all the things needed for this tutorial (the ones mentioned in the video and description) without issue, I think it's safe to say that there's a problem with the Windows drive on your computer. Most of the solutions I found to the Windows shortcut creation problem involve going into the Windows registry and making changes, but if you don't want to do this right away, you can use the System File Checker to try to repair broken files. I would explain the specific steps of how to do this here, but I'll just give you a link to this article from Microsoft Support to avoid making this comment overly long: support.microsoft.com/en-us/windows/using-system-file-checker-in-windows-365e0031-36b1-6031-f804-8fd86e0ef4ca -------------- Part of this next solution is me interpreting what others have said, so I can't guarantee that this will work. A solution that a handful of people have said help is going into the Windows registry (you can type regedit in the search box to do this), and creating a new "DWORD (32-bit) Value" titled the same as below. Create this entry in the "Explorer" folder, shown at the far right of the "Key" line's file path below. Right click in "Explorer" to do this. You can always go back into the registry and delete this entry by right clicking on it if this fix doesn't work. Key: HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\Curr entVersion\Explorer Value: DisableEdgeDesktopShortcutCreation Data: 1 Type: REG_DWORD -------------- Another solution would be to either switch accounts or create a new account on your computer, and then try to follow the tutorial. I've heard that this issue may possibly be caused by an account becoming corrupted, so this might solve it. Microsoft Support explains how to create an account here: support.microsoft.com/en-us/windows/create-a-local-user-or-administrator-account-in-windows-20de74e0-ac7f-3502-a866-32915af2a34d The ultimate fixes, as far as I can tell, are to go back to an earlier version of Windows, or to just completely re-install Windows on your computer, as it strongly seems like system corruption is causing your problem. Here is a link to a Microsoft article where they show you how do these things, as well as how to perform other Windows recovery-related tasks: support.microsoft.com/en-us/windows/recovery-options-in-windows-31ce2444-7de3-818c-d626-e3b5a3024da5#bkmk_reset_pc
@@NebulousNova Thank you for the information, I've successfully compiled the mod and finally tested it, the problem is once I shot the rifle, it sounded like absolute shit, the sound was high-pitched and it would always play a screeching noise after being shot, I'm not sure if you ever encountered something like this during modding but it happened to me. So, I needed to make some changes to my mod. Don't believe me? Well, I have video evidence to back this up: ua-cam.com/video/GQYOpoGAImE/v-deo.html Can you please explain how this happened and give me a way on how to fix this for future sound mods? Thanks.
@@ryansrandomvidsandmore1852 Luckily, you're not the only one who's run into the screeching audio problem. Many others, including myself, have run into it as well, as you could see if you looked through some of the past comments on this video. To save time, I'll post a slightly re-worded version of a solution I gave someone else who ran into the same sort of audio bug a couple weeks ago: -------------------------------------- I've made a couple sound addons using the process shown in the video over the years, and from my experience, I have usually gotten them to work fine, and without audio glitches. My guess is that there was a small decision you made somewhere during the addon making process (purposely or not) that is resulting in this audio bug you are running into. I would recommend that, using Audacity (or another audio editing program), you make sure that your custom sounds are made to replace the rifle sounds as effectively as possible. Make whatever changes you can to your custom sounds to get them similar to the base rifle sounds. This includes making the audio lengths the same, making the Hz rates the same, making the settings under "Format" the same, exporting your custom sounds as .wav files, and if you really wanted to, you could load your custom sounds into Audacity as .wav files (though I can't imagine there being any obvious benefits of doing this.) Also, in the Audacity export options, exporting your final custom sounds with Signed 16-bit PCM encoding is always recommended, as I have seen sound addon bugginess show up whenever I have failed to do this. It could also be the case that you have another active rifle sound addon that is conflicting with your rifle addon, in which case you could go into L4D2 or the Steam Workshop to disable any other rifle sound addons to possibly stop this confliction. If all of this fails, you could try to convert your custom sounds to other audio file types before loading them into Audacity and continuing the tutorial, and of course, you could just try to use different custom sounds when making your addon, because you will then know whether the sounds you originally tried to use were causing the audio problem. -------------------------------------- Hopefully the solution above helps you solve your problem. Also know that if the audio screeching stops, but the pitch issue stays once you try the above tips, that this is a more strange bug that doesn't seem to have any obvious fix. Someone left a comment about this a couple months ago, and I could post my reply to them here, but it would make this comment extremely long, and I wasn't exactly able to give them a "fix" anyways. I will however post my response to them in a follow-up reply here if you want.
@@NebulousNova I finally got it to work, I found the problem. I forgot to convert it from mono to stereo, thank you for the help, this will make my day!
@@NebulousNova , and as for converting to an addon? Is it possible to simply replace the files with your own? My friend and I tried, we did everything as you showed by hertz, but still there is either noise or fragments of phrases in the game. Yes, we tried to replace the phrases of the characters.
@@makesmewander Yes, you can simply replace the files with your own. This has from my experience always worked with little to no bugs whenever I have found the correct files to replace, and adjusted the settings of my custom files properly. As long as you replace the correct files, made the proper adjustments, and have confirmed that your sound is playing fine enough in-game (in that you can hear the whole sound play), there shouldn't only be fragments of the base sounds or random noise playing. All I can say is to make sure that the audio settings match between the base and custom sounds. Aside from the Hertz rate, this usually includes (in many cases I've run into) making sure the encoding setting (bit depth) of your audio files is set to "Signed 16-bit PCM" when exporting from Audacity, as basically all of the game's sounds use this setting. Note that the encoding setting of the file(s) you're trying to replace might not be 16-bit PCM, in which case, you should make sure your custom sounds are exported with the same encoding as the base ones, and only if that doesn't work should you try to use different settings. In Audacity, the bit depth should show right below the Hz rate of sound files, so that should let you know what bit depth encoding setting you should first try to export each sound with. If you checked all the things I mentioned and keep running into the same problem, maybe try using the custom sound files to replace non-voice related sounds, and see if you get the same problem. If you do, then there is probably an issue with the settings of your adjusted custom sound files, or there could be a problem with original custom sound files themselves. In the case that you think there is an issue with your original custom sound files, you could try to re-save your custom sounds with different settings in a program (like Audacity) before again starting the process of trying to match their settings with the base game sounds.
It's not just you, and it isn't that normal for the audio to sound slow...this bug usually happens when either the rate of the audio is not set the way the game wants it, or if the sound encoding is not set properly. I'll explain how to (at least mostly) solve the problem in Audacity, as I'm not sure how to do this in nearly all other audio programs. Most of what I'll say is already explained in the video, but I'll put it here anyways. If you decide to change the audio rate (as I show how to do in the video), you can fix the speed change that will then take place in Audacity by selecting your custom sound and going to "Effect -> Change Speed" in the top menu, and playing around with this setting until you get the speed back to normal. I show a 44100hz audio rate in the video, but you can try changing this to something else if the final rate I showed doesn't work for you. To change the sound encoding, you can just change the "Encoding" setting to "Signed 16-bit PCM" when you go to export from Audacity. If you want, you can also set your sound to 16-bit PCM while still in the regular editing window by looking at the tab above "Rate", called "Format", and then applying the 16-bit PCM option here. I don't think it's gone well when I've tried to use other encoding settings, but if you think 16-bit PCM isn't helping, then you can try them at your own risk. Also know that there are some sounds which will play back in a pitch too low or high in L4D2, without a clear reason. I have had this happen when trying to make custom sound addons before, and I can't say to do one thing to fix the whole problem for good. If what I've said in the earlier paragraphs doesn't help, you might just have to try messing with a bunch of different settings of your custom sound to see if can get it to work fine.
@@mrhelitosis7564 it usually is a good idea to make your sound the same length as the original before you export it, as in-game audio glitches should happen less often then. You can still change the audio rate or encoding after this point, and can follow what I said in my last reply to fix problems that are caused by this.
@@mrhelitosis7564 Ok. I am most of the time able to fix problems with my custom sounds when making player and jukebox sound addons; it's more weapon sound addons that I think are harder to fix. Anyways, there's a good chance you should be able to fix the sound problem you have left by looking into what I've said so far in my replies. A lot of the time the fix for a small sound glitch isn't too hard to find, so you should be able to find out what was causing the problem sooner or later.
You can make the custom sound a different length, but there is a chance that audio glitches might happen if you do this (especially if your sound is longer than the original), from what I remember. I think making your sound shorter than the original would be the safest option here, and if you really want to try to prevent any problems from happening when doing this, you can just use the "Silence" effect under the "Generate" tab in Audacity in order to add length to your custom sound and make its length the same as that of the original one.
If anyone is seriously struggling with this Custom Sound Addon tutorial and thinks a text version of it would be easier to follow, then just know that I have a link to my text version of this tutorial at the bottom of this video's description.
Okay, now ask me how to mod sound that gonna fucking work is this trash source.
Like seriosly, why the fuck my modded sound doesn't using by game.
- Tried to mod: ui/bigreward.wav
- Tried to mod: weapons/scout/deploy-1.wav
- Tried to mod: weapons/scout/shoot.wav
- Tried to mod: weapons/chrome/deploy-1.wav
And so on. Its literaly in one folder with my sound. Where the fuck he reading from!?
As long as the folder path with those sounds is set up correctly, as long as the custom and original sound settings are the same (as shown in the video), and as long as your addon is packaged in vpk.exe, and then the created packaged file is placed in the "addons" folder, it should work fine in game.
You could also try separating the sounds you're trying to replace/make mods for into their own addon folders, so you don't for example have a mod that is affecting both a sound in the "ui" folder, and in the "weapons" folder, as the sounds under "weapons" will probably play very often, while the sound under "ui" probably will play very rarely. (Note: this tip is more for organizational purposes)
@@NebulousNova I got a solution 2w ago. Because i have to test new sounds i have to override original sounds ingame. And game have many folders with content: left4dead; left4dead_dlc1/2/3; update. And whole this shithole confuses me for all day. When i realised it i finally have full sound modding in hands
@@unamelable256 Ok that's good to hear. I wish I could have helped you 2 weeks ago, but UA-cam didn't notify me of your comment for some reason, and I just came across it yesterday when I decided to look through all the comments and replies on my videos.
@@NebulousNova Hey do you know a way to make local host be able to play the The last stand metal tank music for all players on any tank spawn and on official and custom maps without players having to download anything
not just finale tank music, so all players whos in the server can hear it?
Since its a file ALREADY in game do you think its possible?
I had this wish for some time.
thanks for the guide. Can't wait to try changing some of the survivor sounds.
you're welcome!
this was a great tutorial. now all I need is a list of what special infected sounds are ACTUALLY used in game, cause it seems like half them aren't even used and editing them is a waste of time.
I would guess that most of the special infected sounds are used, but there are definitely a whole lot of sound files which are all used for the same thing. It's like how the Smoker seems to have 6 different death voice sounds, for whatever reason. A lot of sounds for the special infected are scattered all over a bunch of different folders too.
It's also important to note that when it comes to a good amount of files for the music that plays when special infected hold or vomit on you, and for audio concerning some other "near-death" related things, these sounds can be found in:
[Left 4 Dead 2 -> left4dead2 -> sound -> music -> terror] and [Left 4 Dead 2 -> left4dead2 -> sound -> music -> tags], if you happened to be looking for any of those.
Thank you for this guide, i followed every single step of this tutorial and it worked!. The only issue is that my steam account is limited so i can't set the addon to public and it would be so hard to convince my parents to purchase something for me (especially if it's game related) . But besides that, Good tutorial!!.
Happy I could help you. If I remember correctly, Steam added the policy a while ago where you need to spend at least $5 in order to gain access to all features or whatever, and it seems they haven't let up on that (or maybe they made it more restrictive and I'm just not aware). Anyways, I'm glad you found the tutorial useful.
Thank you so much for the easy-to-follow tutorial. Now I'm off to make my Survivor voice replacement mod!
You're welcome. Glad I could help.
This will really help with my Carnivores: Dinosaur Hunter Addons!
good to hear
Very well explained, thank you! Time to upload niche jokes for the playthrough for my friends and I
Thanks, hahaha. Good luck, and glad I could help.
Leaving this here as an idea I may attempt. I'm thinking of sampling the F.E.A.R enemy npc death voices. Thinking It'll play nicely when doing 8 player sessions with Umbrella soldiers. Quiet most times until death pretty much, unless I find useable material that can match some typical lines spoken during regular play.
Great tutorial, thank you!
You're welcome. Glad you enjoyed it.
I have tried to replace the main menu music and I think I followed your tutorial well, but it just does not seem to work
It should work if all the steps were followed correctly. I made a local main menu music mod a couple months back to test this, and the music played fine for me in game
@@NebulousNova I messed up on a step, I got my mod to work, thanks for the video!
@@Musand good to hear, and you're welcome
THANK A LOT!
you're welcome!
in audacity my audio is fine but when i play it in game its low pitched and cut
If the file type, sample rate, format, etc. of your custom sound is the same as the default one, it shouldn't do this. If it still does sound messed up after checking these details, then either there is possibly something about the custom sound that you are using that is causing problems, or the default sound just has something else that is influencing how it plays in game (maybe another file?) In this situation, I would say to try to use a different custom sound, or mess with the custom sound's details in Audacity until you can get it to play right (or at least good enough) in game.
@@NebulousNova its the pain pills sound, i made sure to match the hz and the 32 bit thingy
@@NebulousNova Wait it was because my audio was stereo and not mono, i fixed it now
@@mithelysecc glad you fixed it
@@mithelyseccthis helped me too thank you
thx man this makes me feel smart lol
Good haha. As the saying goes: "Knowledge is power"
I don't have vpk.exe anywhere in my L4D2 directory
Open Steam, go to "Library", check the "Tools" section in the dropdown box on the upper left side of the Steam window, and then click on and install "Left 4 Dead 2 Authoring Tools." After doing this, vpk.exe should appear on your computer in Steam -> steamapps -> common -> Left 4 Dead 2 -> bin
If vpk.exe still doesn't show up for you after this, then there is some sort of bug on your end, and it then might help if you re-install the Authoring Tools, or try to follow this tutorial on another computer. Also know that I don't imagine the addon creation process being that straightforward if you happen to have a non-Steam version of Left 4 Dead 2
@@NebulousNova worked! thx👍
@@maxultra64 you're welcome
@@NebulousNovacan i still have it even tho i got l4d2 while it was on a cheap price
@@maplesyrupvvvv the Left 4 Dead 2 Authoring Tools, which will give you the vpk.exe file when downloaded, have as far as I know always been free to install, regardless if you got Left 4 Dead 2 for cheap
Great Guide! I have a small question tho, can we delete the folder that we used to make the addon once the addon is made and in the addons folder? Or would that mess something up.
Yeah, you can delete the original addon folder, but if you later on end up wanting to make changes to your original addon folder or its files, then you'll need to have installed GCFScape (or a similar program) to access them from the packaged .vpk addon file.
Sorry for not responding a couple days ago, but I was unfortunately busy then.
I have problem
So I was trying to make hotel Mario menu OST (bootleg Mario game) that replaces Charger's mortification and contusion.
But what if I replace mortificationhit and contusionhit (this plays when charger hits teammate)
Then it makes static sound.
I tried mono and 44100Hz. And it didn't work
I just made a mod that replaced both the mortificationhit and contusionhit sounds for the Charger (one of the custom sounds was mono, and they were both 44100Hz), and tested them in-game, and each of the sounds played fine for me. I didn't hear any sort of static. Maybe the length of your custom sounds were different than the original, maybe you didn't export your sounds as .wav files with the "16-bit PCM" audio encoding option selected, or maybe you made some other sort of small mistake?
I would recommend trying to make the addon again (and if you want, looking over my tutorial again), and checking closely that no mistakes were being made in the addon-making process.
How do i then make l4d1 sound addons in l4d2? do i need to make an addons folder in my left4dead2_dlc3 folder?
If you already have an addons folder in your left4dead2 folder, then all of your packaged addons should go in there; you don't need to make another addons folder under one of the DLC folders. If you're trying to specifically replace L4D1 or other sounds that are not under the left4dead2 folder, it shouldn't matter, as L4D2 looks under all files and folders below the main "Left 4 Dead 2" folder from my experience.
As long as the sound you're trying to replace is under the "Left 4 Dead 2" folder, you should just be able to make the addon normally (as I show in the video), and everything should work fine.
@@NebulousNova so fx \Left 4 Dead 2\update\sound\music\tank\ i wont need to put in update or Left 4 Dead 2?
@@Cookie_AEugh No, you shouldn't need to. I tested this with a gun sound that is located under Left 4 Dead 2 -> update -> sound, just to be sure, and it worked perfectly fine with me just putting a replacement sound in its proper place under the "sound" folder; I didn't need to also create the "update" folder before it. The only folder that should come before the "sound" folder in the path you're mentioning is your main addon folder, which is preferably titled whatever the name of your addon is.
Ight thanks man.@@NebulousNova
@@Cookie_AEugh you're welcome
dont know it didnt work im pretty sure the sounds broken cuz its a 2009 game
It should work if all the steps were followed correctly. I made a local main menu music mod a couple months back to test this, and the music played fine for me in game
@@rylaninstead I can't (or at least wouldn't want to) imagine addon creation support breaking for Left 4 Dead 2. In the case where it is broken because of a recent update, I would think that you could fix this by going back to an earlier version of the game. This normally is done by going into the game's properties on Steam and selecting an earlier version, but you would first have to check that going back to an earlier version is an option of L4D2 in Steam.
In the case you are trying to but can't go back to an earlier version of L4D2 on Steam, you would need to find an older non-Steam version of L4D2 somewhere online.
@@NebulousNova i match the sound correctly but for some reason not working it works but not the time tho
@@rylaninstead All I can say from what I'm hearing is that you make sure most of the settings of the base and custom sound, like the sample rate, length, and encoding setting (which you can choose when exporting from Audacity) are the same. You could also try using another sound, just to see if the sound you are using is causing problems for some reason.
Hey man, do you know how to make a voice mod?
If you can, can you make make a vid about it?
Yeah, I know how to make a voice mod. I'm not going to make a video about it because you can make that type of mod by following the general steps in this video. The only difference really between making a voice mod and another type of sound mod is that the folder paths to the sound files you're looking for are different.
To find all of the voice files that you want to replace for different survivors, look in Left 4 Dead 2 -> left4dead2 (and the left4dead2_dlc folders if you want) -> sound -> player -> survivor -> voice
If all goes well, you should be able to take my explanation from the video, and about the survivor voice files location from this comment, and be able to make a voice mod perfectly fine. Just know that there are a huge amount of voice files for each survivor though, so it would be a good idea to spent some time thinking about what specific voice files you want to replace.
Hello, I made an end credits mod and it works just fine, but only in left 4 dead 2 campaigns, when I finish a left 4 dead 1 campaign it doesn't work. Does this have a solution?
There should be a solution. I would say to go to [steam -> steamapps -> common -> Left 4 Dead 2] and then look in the left4dead2_dlc folders (left4dead2_dlc1, left4dead2_dlc2, and left4dead2_dlc3) in order to find the Left 4 Dead 1 finish sounds/the folder path to these sounds. I think it's a good idea to check these folders because I know Left 4 Dead 1 content can be found in them. Here's a search starting point: I have a good feeling that you'll find the sound(s) you're trying to replace if you go through the [left4dead2_dlc2 -> sound -> music] folder path.
@@NebulousNova Thanks, bro. :)
you're welcome
Thank you so much oh my god
you're welcome!
I made a mod that replaces the horde alert sound, but when I test it in-game it's too quiet, despite sounding fine in Audacity. Any tips?
Unfortunately, even though your sound may seem loud enough in Audacity, it will often play quietly in-game when it is used to replace certain default sounds (especially music). To deal with this, I would recommend either increasing the audio boost in Audacity (which may sadly result in unwanted clipping/distortion) by using the volume slider bar on the left side of the program window, once you make sure your custom sound is loaded in. In Audacity, you can also select your custom sound, and then go to Effect -> Amplify in order to boost the volume of your custom sound. You can also use another program or website to increase the volume level if you want.
A solution that doesn't involve changing the volume level of your custom sound would be to go into L4D2's audio settings and messing with the volume sliders for different game sound types in order to try to get your custom horde sound to sound fine in proportion with some of the other game audio (I don't recommend trying this option unless you really want to leave your sound the way it is and possibly have its audio level fit better).
It is always good to make sure that the custom sound you are using is recorded at a relatively high volume level, so the issue of audio that is too low doesn't come up as much. I know this is pretty obvious, and finding audio that is already loud and not distorted is not always easy, but it's nice to not have to make extra adjustments to your custom sound(s) if you don't need to.
I hope at least one of these tips helps you.
@@NebulousNova Thank you! I was able to eventually get it working via duplicating the track, and then using the normalize tool to make it louder, and using the compressor on the parts where the audio would clip, then repeating the last two steps until it sounded right 👍
@@night-waker You're welcome. I'm happy you were able to make it work
Brother, Can we use this same tutorial on making a custom Credit ending music?
you should be able to
cool, ive been having issues with adding custom character audio being quiet. ill try your tutorial later
ok thank you for the comment
@@NebulousNova im going to delete it later when i recomment so you better treasure it while it lasts
@@buster5661 lol
i did everything but it not show up what wrong ?
If the problem is that the sound won't play in game, I would say that you should first closely check that you followed each of the steps correctly. If it still looks like everything is perfect, then maybe try following the tutorial again with a completely different sound. If you try the tutorial again with a different sound and keep running into the same problem, then I think there is probably a little mistake being made somewhere that is hard to notice. All it takes is one tiny thing that is set up incorrectly to make the addon not work (folder/file name misspelled, addon or its file(s) placed in wrong folder, and so on.)
A reason for your custom sound not playing could also be because there is more than one sound for the thing who's sound your changing (for example, a lot of melee weapons will have multiple different impact material and impact player/zombie sounds), and it's possible that the other sounds of this thing are preventing you from easily hearing your custom sound.
If the case is that your sound will play fine in game but the addon won't show up in the in-game list, setting up the addoninfo.txt file as I say in the video should solve this problem.
I made one following these guidelines but its quiet and answers online are inconclusive. wat do?
You can try boosting the volume using Audacity or some other audio-editing program, or if possible, you could re-download or re-record the original sound you want to use, with a higher volume level. You can only make your sound so loud before it gets distorted-sounding though. You could also try exporting your sound with different settings to see if it will for some reason end up playing louder in-game.
Thanks a lot!
you're welcome
I followed the steps and my mod did not show up on the addons
Make sure that your addoninfo.txt file is set up correctly and is in your main addon folder, and it should show up; that's always worked for me. If your addon doesn't show up in the addons and doesn't work at all in-game, then there's probably something bigger going on that you will probably need to look into.
is there a way to use longer audio files? i have the tank theme as a longer song then tank.wav and it loops about 1:11 in to the song
You can use longer audio files, but there is a higher chance that you'll run into audio glitches from doing this, from what I remember. I also think there's a chance that your song could get cut off early in-game if you do this, but I can't make a guarantee, because I haven't tried to save audio longer than the original in my addons for a while.
Does it have to say vpk.exe? mine just says vpk
Update: I did somehow manage to get my custom music to play once then I heard how awful it sounded so I retried the process and now it won't play at all now.
.exe is just the file name extension, and these things say what the file type is for different files. The vpk file you are talking about (file extension included) should be vpk.exe. File extensions may be off by default on Windows devices, but I left the file extension on so people would know what type of file I am talking about throughout the video. You can make the file name extension show up for your files on Windows by going into the Windows Explorer and clicking on the box that says "View" at the top of the window, and then checking the box for "File name extensions".
As long as the length, audio rate, export encoding option, and possibly the audio format (as shown in Audacity), for your custom sound are the same as those of the base sound, your sound should play fine in-game. On rare occasions, there are certain sounds that for some reason may play back at slightly different speeds each time they play in-game. If this is what you were originally experiencing, I would just recommend that you either mess with some of the settings in Audacity to get your sound to play fine, or try following the addon process with a completely different sound.
The issue of your sound not playing at all should mean that there was a mistake made somewhere in the addon creation process, which could include things such as :
- Incorrectly naming an addon folder within your main (addon name) folder
- Forgetting to package your addon folder using vpk.exe
- Having your custom sound not be the same file type of as that of the sound you're replacing
- Not putting your packaged addon file into Left 4 Dead 2 -> left4dead2 -> addons
- Having another active sound addon that replaces the same sound that you're trying to replace with your own custom addon
The case also could just be that the volume level of your custom sound is really low and hard to hear. Even though this is probably not the case in your situation, making your audio loud in-game without having the audio become distorted can be difficult. In this case, I would recommend trying to use sounds that were originally recorded at a relatively high volume.
I hope some of the info in my response helps you.
@@NebulousNova Another question do I need to change the music from stereo to mono? I refollowed the tutorial and I can see my addon in the list now but it still won't play the music I used.
@@MonoCombo If the sound you're replacing is mono, then you should definitely change your custom sound to mono as well
@@NebulousNova I got it to work finally lol
Thanks so much best guide out here for sure.
@@MonoCombo Good to hear. I'm happy that you liked the guide.
When adjusting sounds, they are very low pitched and in a very dark voice. Any way to fix that?
In Audacity, if your custom sounds become low or high pitched once you change the audio rate, you can fix this by selecting your custom sound and going to "Effect -> Change Speed" in the top menu, and playing around with this setting until you get the speed back to normal.
If the audio is sounding off to you in game though, just know that if the audio length and format of your custom sound are the same as the default sound, this should stop most custom sound playback problems. Sometimes the sound pitch issue (or the audio screech issue) may still come up though, and to solve this, you can try changing the "Encoding" setting when you go to export your sound from Audacity. Normally, "Signed 16-bit PCM" is what most of the default L4D2 sounds are set to (you unfortunately might need to download another program that shows file specific file info/metadata to see what the encoding settings are for individual sounds), but even when the original sound is encoded in "Signed 16-bit PCM", and when you save your custom sound in this format from Audacity, you might not always get perfect results. In this case, I would recommend either trying out different encoding settings until one makes your sound play good enough in game, or you could maybe try using some sort of audio converter to convert your audio from whatever format it is currently in (regardless if it is the same as the default sound's format), and then convert it into the format as the default L4D2 sound, and go through the Audacity process with it. If all this fails, you could just try using a different sound and following the regular tutorial steps in Audacity, and see if you get better results.
The steps that I detail above luckily don't need to be followed when creating most sound addons, but there are some cases where you might want to look into trying them out, in the hopes that your sound will play more accurately in game.
Also note that some sounds will playback in a strange way, and there is no obvious way to fix this problem. For example, I was testing out a custom sound for zombie horde warning noise yesterday (like when you activate a button/switch that starts the zombie spawns in Survival mode), and the custom sound had the same settings (including encoding options) as the original, but the custom sound seemed to layer over itself at different pitches. There are also some sounds where the audio cuts out at a certain point in the default sound, and so your custom sound will cut out at that same point too, and there is no clear fix to this (if it is possible, you probably have to edit some code). These are important things to note when creating custom sound addons.
strangest thing, there is no L4D2 folder on my pc
Huh. Maybe it's because you're playing L4D2 through Steam's "game streaming" feature (which might still be around). In this case, there should be an option in Steam to switch from streaming the game to installing and playing it locally. If game steaming doesn't apply here, and if your L4D2 still runs fine, and you're completely sure that you can't find the Left 4 Dead 2 folder anywhere on your computer, you can try verifying the L4D2 game files (this should replace missing files). Do this by opening Steam, and go to Library -> Left 4 Dead 2 -> Properties -> Installed Files -> Verify integrity of game files
If all else fails, you might as well do a complete reinstall of L4D2 on your computer, or alternatively, try to install and run L4D2 on another computer.
followed the addoninfo instructions and don't see the mod anywhere in addons even though i can hear it working in game??
As long as your main addon folder (the first one you open) has the addoninfo.txt file in it, with this file set up the way that I show in the video, your addon should show up in the in game list. Other than checking to see if addoninfo.txt is in the right spot in your addon folder, make sure that .txt is just the file extension of addoninfo.txt, rather than part of the file name. I don't think there are too many things that could be causing your problem, so this info might help.
Hey! Thanks for the guide, I tried following the steps to make a tank mod that replaces the rock pick up sound, and everything worked out perfectly until it came to testing the sound mod out, for some reason the sound sounds perfectly normally, but highly low pitched in the game, i even replaced the tank rock pick up sound files with mine and it still ended up low pitched, have you got anything similar, that could help me out there? I tried a bunch of different stuff but nothing different.
Yeah, that happens sometimes unfortunately. I have had times where I replace a sound, only to have it play at a different pitch each time it is triggered in game (sometimes at the right pitch, but many times at the wrong one.) This is regardless of the fact that my custom sound is the same length, set to the same hertz (Hz) rate, has the same format, and has the same encoding setting and file type as the base sound.
You could try to mess around with the hertz (Hz) rate of the sounds in Audacity to see if you can get them to a rate where they consistently play at the right speed whenever the sounds are heard in game. Also, if you're ok with experimenting, you could try converting your sounds to different file types, change other settings about them in Audacity (like the sound format and export encoding options) or just use different custom sound files, if all else fails, to see if you can solve the problem.
I wish I could give you a straight and easy answer, but as this is a problem that I haven't find a perfect fix for, I can't. The strange part about this whole issue is that when some sounds are replaced, the custom sound will play the same and perfectly fine every time in game, while others will have unwanted changes in pitch when you hear them in game, upon being replaced. There might be some sort of file somewhere in one of the Left 4 Dead 2 folders that regulates how the pitch of each sound will play in game for different objects/events, but I have no idea if this even exists, or where you would be able to find this file, or how you would make proper changes to it, even if it does. This pretty much means that we just have to make the best out of a bad situation.
I hope something I mentioned above helped you solve the problem, or at least gave you an idea as to how one might go about finding a solution to it.
I don't know if you're still responding to comments here but, I decided to make a mod to replace the Tank Themes, I followed this tutorial to a tea, everything seemed to be working, but once I spawned in a tank or encountered one, it was just really loud static with a really distorted voice (possibly from the song but just glitched) and everything I have looked up so far has not been helpful.
I've made a couple Tank sound addons using the process shown in the video over the years, and from my experience (including testing one of them again in-game a couple of minutes ago), I have gotten them to work fine, and without audio glitches. My guess is that there was a small decision you made somewhere during the addon making process (purposely or not) that is resulting in this audio bug you are running into.
I would recommend that, using Audacity (or another audio editing program), you make sure that your custom sounds are made to replace the Tank sounds as effectively as possible. Make whatever changes you can to your custom sounds to get them similar to the base Tank sounds. This includes making the audio lengths the same, making the Hz rates the same, making the settings under "Format" the same, exporting your custom sounds as .wav files, and if you really wanted to, you could load your custom sounds into Audacity as .wav files (though I can't imagine there being any obvious benefits of doing this.) Also, in the Audacity export options, exporting your final custom sounds with Signed 16-bit PCM encoding is always recommended, as I have seen sound addon bugginess show up whenever I have failed to do this.
It could also be the case that you have another active Tank sound addon that is conflicting with your Tank addon, in which case you could go into L4D2 or the Steam Workshop to disable any other Tank sound addons to possibly stop this confliction.
If all of this fails, you could try to convert your custom sounds to other audio file types before loading them into Audacity and continuing the tutorial, and of course, you could just try to use different custom sounds when making your addon, because you will then know whether the sounds you originally tried to use were causing the audio problem.
@@NebulousNova So, before I even saw your reply I was able to fix it. I had forgotten to set the encoding to Signed 16-bit PCM and accidently did 32-bit float, after changing it they are all working perfectly. Even if I didn't end up needing your help in the end, thanks for replying anyway.
@@thelognerrator You're welcome. It's good to hear that you were able to quickly fix the problem you ran into. I feel like pretty much everybody who regularly creates L4D2 sound addons has made the no Signed 16-Bit PCM mistake at least once or twice.
ive been having trouble with modding the m60, is there anything you gotta do specifically with the m60?
Modding the M60 is the same as the other weapons, it's just that this gun's firing sounds are in the left4dead2_dlc1 and left4dead2_dlc2 folders, and its other sounds are in the update folder, rather than the left4dead2 folder. All of these folders that I just mentioned are directly under the main Left 4 Dead 2 game folder. You can set up your addon folder path like "addon name" -> sound -> weapons -> machinegun_m60 -> gunfire (and/or include a separate gunother folder in the machinegun_m60 one), and put the M60's files in here, and you should be good to go when it comes to properly structuring your addon folder path for modding.
A thing I noticed about the M60 sounds that I thought I should also bring up is that the M60 firing sounds in left4dead2_dlc1 and left4dead2_dlc2 seem to be exactly the same, so if you for whatever reason want to directly adjust the base M60 firing sound, it shouldn't really matter which folder's M60 gunfire sounds you decide to copy over into your addon folder and make changes to.
Hello, is it possible to remove a custom weapon sound from a mod and change it back to the default one? Currently have a deagle mod but weapon sound is too loud. Thanks!
Yes it is. You could find the packaged mod in the "workshop" folder in "addons", extract it using the program GCFScape, take the extracted addon folder and replace the mod maker's custom sound with the default one, and then re-package the addon and put it in your "addons" folder.
I'm trying to change the main menu music, I followed every detail to the core for it but used the folder named music in left 4 dead 2 category, although the addon won't show up. Not sure what I'm doing wrong.
Just to first make sure that you're looking at the right folder, the main menu music is located at Left 4 Dead 2 -> left4dead2 -> sound -> music -> l4d2
What you're doing should work as long as you don't leave any of the unchanged default music in your custom addon folder. If you have your custom music in a folder with the default one(s), it will randomly decide between playing your custom music and the unchanged default game music that is still in your addon folder. I would recommend just deleting any unchanged default main menu music from your addon folder, leaving only your custom song or songs for the game to choose between.
I created a custom main menu music addon a couple minutes ago and tested it out multiple times over (I closed and reopened the game a few times) and it worked perfectly fine each time after I removed the leftover default sounds that I didn't replace from my addon folder.
You may also need to bring up the volume of your custom sound in Audacity (or in whatever other audio editor you're using), in the hopes that your addon's sound plays at a high enough volume in Left 4 Dead 2.
@@NebulousNova I made my folder, with the same pathway as the original folder presents exactly the way you said. I tried naming the files the same as the orignal ones but just with my custom music which was all the same time length through audacity and bit rate etc, everything matched up correctly, but it wouldn't show up in addons after I tried making them an addon, and it also just wouldn't change the menu music period. Instead it just became silent with no music at all. Not really sure what I have to do make this folder work correctly but I feel like I did everything. I only want one song, and one song only for this particular lobby music.
As long as you set up your custom music addon folders correctly, get the certain sound settings that I describe in the video to match with the original using Audacity (or another sound editor), and make sure every folder and file is named correctly (the same as the original, aside from your top-level addon folder, which can be named whatever you want), everything should work fine. Creating an addoninfo.txt file in the top level of your addon folder, and then packaging your addon with vpk.exe, and then placing it in the "addons" folder should guarantee that your addon will show up in the in-game list.
It is also worth mentioning that your custom sounds should be the same filetypes as the ones you're replacing. Each main menu song has a .wav file, a.wav mono file, and a .mp3 file. You will need to export your custom music from Audacity to match these settings. The regular default .wav file can be replaced the way I say in the video, the .wav mono file can be replaced if you click on the track name in Audacity, click on "split stereo to mono", and then deleting one of the two leftover tracks at this point, after which you can export this remaining track to replace the mono .wav one. For the .mp3 main menu music, you can just go to File -> Export -> Export as MP3 to replace the default .mp3 file. Also note that for the .wav file exports, that "Signed 16-bit PCM" should be selected each time, or else there could be problems.
When I tested my custom addon, I only used one song to replace nearly all of the original main menu songs (I deleted two of the main menu songs from my custom addon folder but replaced the other three with my custom song) and only my custom song played each time I started up the game and was in the main menu.
Also, like I said in my last response, it is important to make sure that the volume level for your custom music is loud enough, because if your music is even just a little bit quiet, it could be really hard or nearly impossible to hear it.
The good thing is we can say for certain that you are affecting the right files when creating your custom addon, as you are hearing silence instead of the default music, so that's a start. To make this easier on yourself, if you aren't already, I would say to just take the .wav, .wav mono, and the .mp3 file of a specific main menu song, and only specifically focus on replacing these three sounds (each main menu song has one .wav, .wav mono, and .mp3) and replace all of these files with the same song, but using the correct method, as I described in the second paragraph of this response. This should more easily allow you to get your custom main menu music addon to work. Only if this doesn't seem to work properly would I recommend adding more of the default main menu songs into your custom addon folder and trying to replace their .wav, .wav mono, and .mp3 files.
I know this may be a long response, but I'm just trying my hardest to see if any of these details help you in making your addon.
@@NebulousNova Thank you man, I figured it out now thanks to your hard work and fast replies. I simply didn't make a mono version of the custom sound with the audio. Not to mention, I needed to add 5 copies of the original sound track but as my own custom sounds for it to finally register. After doing so, it worked as soon I loaded up my game! I'm happy now and happily subscribed. Cheers brother!
@@dylansobright Thank you for the response.
I wish I could have mentioned some of the more specific details in my responses to you in this video, but there are just so many random small things that only need to be focused on when looking at very specific sounds. Trying to note every small detail, including ones that don't apply to sound I'm replacing in the video, would take a very long time. I also hadn't even made a menu music addon until just the other day after I saw your comment, meaning that I couldn't have confidently explained how to make a working main menu addon before then, so there's that too.
Anyways, thank you again for the response, and I'm happy I was able to help you get your addon working.
yeah i dont know what im doing wrong, I'm trying to replace the death music with the song "California Dreaming" by The Mamas and the Papas (its a slowed version of it) but it never works for some reason
How big is the problem of California Dreaming not playing?
-- Will it not play at all when you go to test it in-game?
-- Will it play but just at the wrong speed/pitch?
After you can hopefully answer the above questions, I would recommend that you let me know of the parts of the tutorial that are hard or confusing for you, and I can bring up mistakes that you could've made while trying to follow it. Hopefully, this will eventually lead to the addon finally working for you.
If you are extremely confident that you did everything correctly, and don't want to repeat the custom sound addon process for this song, I would say that you try to follow this process again with a different Left 4 Dead 2 and/or custom sound to see if you can get any one of these finished addons to work.
@@NebulousNova it doesn’t play at all when I test it in game
@@ghostitious I would say that you make sure all the folder and file names are correct, that the folder path is correct, that your finished addon you are testing is packaged as a .vpk file and is in the "addons" folder within "Left 4 Dead 2" -> "left4dead2" (if you're using it locally), that your custom sound has the same settings (length, format, rate, and so on) as the original death music, and make sure that your custom sound sound file type is the same as that of the sound file you're replacing (which should be a .wav file).
I can almost completely say that the problem with your addon not working is just because of a small mistake, so I would recommend that you look over the things to check that I mentioned in the first part of my comment, and you will then likely be able to fix the issue.
@@NebulousNova thank you thank you, I will do this tomorrow probably, and I will reply to you again if it’s not working again
@@ghostitious Ok you're welcome
now what do I do if I get a engine error saying unknown version 2 for VPK before saying the path to the mod?
I don't think I've ever seen that error before. You could try to fix this by repairing the L4D2 game files by going into Steam, right clicking on L4D2, and going to properties -> installed files -> verify integrity of game files, and then clicking on this last option to see if it fixes your problem. You could also do this same thing with the L4D2 Authoring Tools if the first fix doesn't work.
The problem also could be showing up because of something else (the addon folder isn't packaged as a .vpk file, Left 4 Dead 2 and Left 4 Dead 2 Authoring Tools are installed on different drives, the game/authoring tools need an update, etc.)
If you really want to, you can also completely uninstall L4D2 and the Authoring Tools and reinstall them, and see if you get the same error. If you do this and get the error again, then it probably has to be either a computer/operating system related problem, or just mistakes being made in the addon-making process.
@@NebulousNova does it matter if the VPK.exe is from l4d2?
@@lupine_reaper0075 It might, because I notice that vpk.exe files from other games have different sizes, but I haven't tried to package L4D2 addons with a different game's vpk.exe. If using the vpk.exe from L4D2 doesn't work, you can try using the other games' vpk.exe files to see what happens.
@@NebulousNova yeah I tried CSS since l4d2 would give me 2 errors and not work
@@lupine_reaper0075 If you have already tried all of the things I said before, and they didn't work for you, you could try to make the addon on another computer, if you have an extra one to use. I'm not sure if using an operating system other than Windows would cause problems, but if you are on macOS or Linux, I can't help with problems that you think might be related to those OSs.
Anyways, getting the same error after trying to make your addon on another computer, after first making sure that your computer and its OS aren't causing problems, and after trying to follow all the earlier possible fixes would have to mean that your errors are getting caused by one or more mistakes being made in the addon creation process. In this case, my advice would be to just follow the tutorial again to make sure there isn't any confusion with the steps.
I changed the image's name to addonimage.jpg but ingame it's just the default one instead of mine, I've noticed in your video your image's size is only around 50kb while mine is around 2mb. Do I have to compress it for it to work properly?
2 mb is pretty large for a .jpg file. Regardless, I now don't think that file size really even matters here. While writing this comment, I looked through my addons (the ones that I've made) and realized that one of my addon images (a .jpg file) which shows up fine in game is slightly over 2 mb. The weird thing is, I have an image for another one of my addons (also a jpg file) that is around 700 kb which doesn't show up in game, and is instead replaced by the default image (the L4D characters standing).
The only thing I noticed that could be a problem relates to how the image I used, which I mentioned as not showing up properly above, was an image exported from Photoshop. I would like to believe that the simple fact that this particular image was a Photoshop export isn't a problem, but I unfortunately don't really have anything else to go on when trying to figure out what the problem is.
At this point, the first thing I can really suggest you do is re-save/compress your custom image using some website or program, and then take this new image and put it in your addon folder. Assuming the image not showing up problem was caused by some data of your custom image that Left 4 Dead 2 couldn't process properly, this should fix the issue. If you are on a Windows device, and you are trying to re-save your image, you could just use the "Save as" option built within the Photos app to do this. If this suggestion doesn't seem to help you, then I would recommend either trying to find another upload of your addon image if you're using an image that you found on the internet, or using another image creating/editing program to construct/export your image if your image is one that you put together yourself.
An important tip I thought I should also mention is that if your original custom addon image is a file type other than .jpg (like .png) and then you change the file name extension to .jpg in order to try to get it to show up in Left 4 Dead 2, just know that, in general, this is not a good solution for changing the file type of an image. Programs will likely still view the file as its original type as far as I've heard. You should use a file converting software/website to change your image type. You could of course also use the Photos app tip mentioned in the above paragraph in order to do this.
I've been following the tutorial but I've been struggling with one part, that being packing up the sound files into a vpk file. Hear me out on this, so I want to make TLOU assault rifle sounds, and I make the vpk shortcut, I tried dragging the mod file into the vpk shortcut but nothing happens, I even tried using GCFScape, I don't know what the heck is going on, can you please help me out on this one. I've been wanting to be a mod creator for L4D2 but I just never got the chance. Oh and on more thing, I tried making the vpk into a shortcut by right clicking it in bin to send to desktop as shortcut but it gave me and error reading "Windows could not create the shortcut. Check to see if the disk is full." I'm not sure what this means but I need help! I felt like giving up on modding entirely if I don't have the skills and motivation to do so. Thanks.
Ok, I'll try to help you with this. Since dragging your addon folder in vpk.exe doesn't do anything, and since you are getting a Windows error when you try to send .vpk to desktop as a shortcut, I think that the problem you're having is not from following the tutorial wrong at all, but is from either a problem with something related to the computer's drive(s), or the problem is due to both this and program files being missing that are needed for your addon to be created successfully.
I just now looked up the "could not create the shortcut...disk full" error, and it usually seems to come from the Windows operating system getting corrupted in some way. Assuming you were able to install all the things needed for this tutorial (the ones mentioned in the video and description) without issue, I think it's safe to say that there's a problem with the Windows drive on your computer.
Most of the solutions I found to the Windows shortcut creation problem involve going into the Windows registry and making changes, but if you don't want to do this right away, you can use the System File Checker to try to repair broken files. I would explain the specific steps of how to do this here, but I'll just give you a link to this article from Microsoft Support to avoid making this comment overly long: support.microsoft.com/en-us/windows/using-system-file-checker-in-windows-365e0031-36b1-6031-f804-8fd86e0ef4ca
-------------- Part of this next solution is me interpreting what others have said, so I can't guarantee that this will work.
A solution that a handful of people have said help is going into the Windows registry (you can type regedit in the search box to do this), and creating a new "DWORD (32-bit) Value" titled the same as below. Create this entry in the "Explorer" folder, shown at the far right of the "Key" line's file path below. Right click in "Explorer" to do this. You can always go back into the registry and delete this entry by right clicking on it if this fix doesn't work.
Key: HKEY_LOCAL_MACHINE\Software\Microsoft\Windows\Curr entVersion\Explorer
Value: DisableEdgeDesktopShortcutCreation
Data: 1
Type: REG_DWORD
--------------
Another solution would be to either switch accounts or create a new account on your computer, and then try to follow the tutorial. I've heard that this issue may possibly be caused by an account becoming corrupted, so this might solve it. Microsoft Support explains how to create an account here: support.microsoft.com/en-us/windows/create-a-local-user-or-administrator-account-in-windows-20de74e0-ac7f-3502-a866-32915af2a34d
The ultimate fixes, as far as I can tell, are to go back to an earlier version of Windows, or to just completely re-install Windows on your computer, as it strongly seems like system corruption is causing your problem. Here is a link to a Microsoft article where they show you how do these things, as well as how to perform other Windows recovery-related tasks: support.microsoft.com/en-us/windows/recovery-options-in-windows-31ce2444-7de3-818c-d626-e3b5a3024da5#bkmk_reset_pc
@@NebulousNova Thank you for the information, I've successfully compiled the mod and finally tested it, the problem is once I shot the rifle, it sounded like absolute shit, the sound was high-pitched and it would always play a screeching noise after being shot, I'm not sure if you ever encountered something like this during modding but it happened to me. So, I needed to make some changes to my mod. Don't believe me? Well, I have video evidence to back this up: ua-cam.com/video/GQYOpoGAImE/v-deo.html
Can you please explain how this happened and give me a way on how to fix this for future sound mods? Thanks.
@@ryansrandomvidsandmore1852 Luckily, you're not the only one who's run into the screeching audio problem. Many others, including myself, have run into it as well, as you could see if you looked through some of the past comments on this video. To save time, I'll post a slightly re-worded version of a solution I gave someone else who ran into the same sort of audio bug a couple weeks ago:
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I've made a couple sound addons using the process shown in the video over the years, and from my experience, I have usually gotten them to work fine, and without audio glitches. My guess is that there was a small decision you made somewhere during the addon making process (purposely or not) that is resulting in this audio bug you are running into.
I would recommend that, using Audacity (or another audio editing program), you make sure that your custom sounds are made to replace the rifle sounds as effectively as possible. Make whatever changes you can to your custom sounds to get them similar to the base rifle sounds. This includes making the audio lengths the same, making the Hz rates the same, making the settings under "Format" the same, exporting your custom sounds as .wav files, and if you really wanted to, you could load your custom sounds into Audacity as .wav files (though I can't imagine there being any obvious benefits of doing this.) Also, in the Audacity export options, exporting your final custom sounds with Signed 16-bit PCM encoding is always recommended, as I have seen sound addon bugginess show up whenever I have failed to do this.
It could also be the case that you have another active rifle sound addon that is conflicting with your rifle addon, in which case you could go into L4D2 or the Steam Workshop to disable any other rifle sound addons to possibly stop this confliction.
If all of this fails, you could try to convert your custom sounds to other audio file types before loading them into Audacity and continuing the tutorial, and of course, you could just try to use different custom sounds when making your addon, because you will then know whether the sounds you originally tried to use were causing the audio problem.
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Hopefully the solution above helps you solve your problem. Also know that if the audio screeching stops, but the pitch issue stays once you try the above tips, that this is a more strange bug that doesn't seem to have any obvious fix. Someone left a comment about this a couple months ago, and I could post my reply to them here, but it would make this comment extremely long, and I wasn't exactly able to give them a "fix" anyways. I will however post my response to them in a follow-up reply here if you want.
@@NebulousNova I finally got it to work, I found the problem. I forgot to convert it from mono to stereo, thank you for the help, this will make my day!
@@ryansrandomvidsandmore1852 You're welcome. Glad we were able to get that problem taken care of soon enough.
Is it necessary to make the file length the same as in the original?
no, but it helps prevent in-game audio glitches as far as I've heard and remember
@@NebulousNova , and as for converting to an addon? Is it possible to simply replace the files with your own? My friend and I tried, we did everything as you showed by hertz, but still there is either noise or fragments of phrases in the game. Yes, we tried to replace the phrases of the characters.
@@makesmewander Yes, you can simply replace the files with your own. This has from my experience always worked with little to no bugs whenever I have found the correct files to replace, and adjusted the settings of my custom files properly.
As long as you replace the correct files, made the proper adjustments, and have confirmed that your sound is playing fine enough in-game (in that you can hear the whole sound play), there shouldn't only be fragments of the base sounds or random noise playing.
All I can say is to make sure that the audio settings match between the base and custom sounds. Aside from the Hertz rate, this usually includes (in many cases I've run into) making sure the encoding setting (bit depth) of your audio files is set to "Signed 16-bit PCM" when exporting from Audacity, as basically all of the game's sounds use this setting. Note that the encoding setting of the file(s) you're trying to replace might not be 16-bit PCM, in which case, you should make sure your custom sounds are exported with the same encoding as the base ones, and only if that doesn't work should you try to use different settings. In Audacity, the bit depth should show right below the Hz rate of sound files, so that should let you know what bit depth encoding setting you should first try to export each sound with.
If you checked all the things I mentioned and keep running into the same problem, maybe try using the custom sound files to replace non-voice related sounds, and see if you get the same problem. If you do, then there is probably an issue with the settings of your adjusted custom sound files, or there could be a problem with original custom sound files themselves. In the case that you think there is an issue with your original custom sound files, you could try to re-save your custom sounds with different settings in a program (like Audacity) before again starting the process of trying to match their settings with the base game sounds.
Is it normal for them to sound slow or smthn? Or does it only imply to me?
It's not just you, and it isn't that normal for the audio to sound slow...this bug usually happens when either the rate of the audio is not set the way the game wants it, or if the sound encoding is not set properly.
I'll explain how to (at least mostly) solve the problem in Audacity, as I'm not sure how to do this in nearly all other audio programs. Most of what I'll say is already explained in the video, but I'll put it here anyways.
If you decide to change the audio rate (as I show how to do in the video), you can fix the speed change that will then take place in Audacity by selecting your custom sound and going to "Effect -> Change Speed" in the top menu, and playing around with this setting until you get the speed back to normal. I show a 44100hz audio rate in the video, but you can try changing this to something else if the final rate I showed doesn't work for you.
To change the sound encoding, you can just change the "Encoding" setting to "Signed 16-bit PCM" when you go to export from Audacity. If you want, you can also set your sound to 16-bit PCM while still in the regular editing window by looking at the tab above "Rate", called "Format", and then applying the 16-bit PCM option here. I don't think it's gone well when I've tried to use other encoding settings, but if you think 16-bit PCM isn't helping, then you can try them at your own risk.
Also know that there are some sounds which will play back in a pitch too low or high in L4D2, without a clear reason. I have had this happen when trying to make custom sound addons before, and I can't say to do one thing to fix the whole problem for good. If what I've said in the earlier paragraphs doesn't help, you might just have to try messing with a bunch of different settings of your custom sound to see if can get it to work fine.
@@NebulousNova what if they’re the same length?
@@mrhelitosis7564 it usually is a good idea to make your sound the same length as the original before you export it, as in-game audio glitches should happen less often then. You can still change the audio rate or encoding after this point, and can follow what I said in my last reply to fix problems that are caused by this.
@@NebulousNova it mostly happens for the Teammate Death sound and I think I found it for the jukebox.
@@mrhelitosis7564 Ok. I am most of the time able to fix problems with my custom sounds when making player and jukebox sound addons; it's more weapon sound addons that I think are harder to fix. Anyways, there's a good chance you should be able to fix the sound problem you have left by looking into what I've said so far in my replies. A lot of the time the fix for a small sound glitch isn't too hard to find, so you should be able to find out what was causing the problem sooner or later.
does it truly have to be as long as the original?
You can make the custom sound a different length, but there is a chance that audio glitches might happen if you do this (especially if your sound is longer than the original), from what I remember. I think making your sound shorter than the original would be the safest option here, and if you really want to try to prevent any problems from happening when doing this, you can just use the "Silence" effect under the "Generate" tab in Audacity in order to add length to your custom sound and make its length the same as that of the original one.
@@NebulousNova Okay thang you
@@toester1087 you're welcome