2:02 It's about the sound file's samplerate; Source caches information about audio it knows may play at some point (see the HL2 commentary nodes about this during the trainstation escape) and doesn't clear/refresh this cache when switching maps, resulting in e.g. a 22kHz voice sound file (original) being played at 11kHz (overriden by your map), so twice as slow.
@@elementw74 This is also why custom soundpacks usually break sounds on sv_pure 1 servers; it's the exact same issue. L4D2 also loads it's own sound cache, but it's workshop implementation doesn't allow mods to have their own cache -- resulting in sound mods needing to match the original sample rate and length of sounds to play correctly.
A custom soundscript is how I added the custom voicelines to the "Capture The Civilian" mod I made. You can, in an animation, call for a soundscript sound to play on a certain frame. Make a custom soundscript entry in a new file and add the new file to the game_sounds_manifest and you can make it compatible with mods that change the vanilla soundscript files (so long as they don't change game_sounds_manifest)!
Subtitles appear a bit broke, working on it, (edit: should be fixed now) Fun fact, Breadspace uses the sound replacement method I tried in Casserole! You can load it up in a single player session, load a new pl map and any Bread Space lines that played will transfer over and play instead of the announcer lines, doesn't seem to effect multiplayer, however.
Hey, someone else figured out the glory of multiple custom hitsounds! I'm glad the process seems to be much simpler than back in the day when I wrote my own guide. From experience, you need a frequency of 44100 hz and a 1411 bitrate to get the best results for sound quality. And sometimes, you also need to reset you sound cache by dragging your custom folder in the vpk exec in the bin folder. But otherwise, yeah, it's quite fun! It was tedious to get my 400+ hitsound set working, but boy was it worth it! Have fun, everyone!
Whenever I see anything that changes TF2's default voice lines, I'm always reminded of that remake/port of Watchpoint Gibraltar from Overwatch that IIRC replaces all of the Merc's voicelines with their Overwatch equivalents (Scout's lines replaced with Tracer's, Medic with Mercy, etc).
Very nice video. Shows how wonderful and fun modding can be. Replacing music/sounds in source game is one of my favorite parts of modding just right behind replacing the models. But when you combine the two, you get something truly magestic...
I want a sound script that plays "[class] is dead!" when a teammate dies. Similar to how death callouts work in MvM. But have that work in regular matches.
4:30 imagine be a teenage modder wondering why you crit sounds doesnt work in casual and just the hit and kill sound and finally realize you needed to modify the script it makes me want to try again
cool to see some actual documentation on this, was contemplating writing some myself after reverse engineering this system for a custom modpack a while back haha
Yeah! One of the reasons I made this video is the lack of information on sound scripts and what they can do, I've already had a few comments adding more things I didn't even know about!
You can change weapon shoot sounds through the weapon script files, and it works everywhere. You can also change the explosion particle effect and the bullet tracer effect, (to the capper laser), which also work everywhere. Decently well known, well atleast the explosion particle effect part.
This is very interesting to me because Minecraft has a very similar approach to this. I used basically the same method as shown in the beginning to replace certain nether ambience tracks with the OG Fortnite lobby music.
Oh I could have used this months ago, I was trying to change all of the hit sounds to minecraft skeleton damaged sounds and just couldn't get it to work. I at least got my custom kill sound to work (a bunch of bowling pin crashing sounds played over eachother with the wii bowling announcer yelling "Strike!"). Awesome guide!
This is an excellent tutorial! I remember back when TF2 had the server store soundscripts, I would change the soundscripts so the conga music was replaced by custom music, and the Spy's voice lines for high fives were replaced with "slap my ass! Do it now!"
I did this with an ed edd n eddy sound effect pack last year after finding one of those 100+ hitsounds mods, nobody ever talks about this!!!! Also turns out that multiple hit/killsounds are possible in MVM too but you just need to separately edit the mvm_level_sounds.txt
I've been trying to totally not torture myself with MvM unused sounds with goldsrc sounds and iirc it was because source really wants that 44100 wav audio. Use audacity or something, maybe you wouldn't hear literal statics.
You should definitely make a video on how to do the same with particle effects! Just in case though, here is a quick tutorial. You will need a program to open vpk files, and a way to find the file path of any particle effect included in TF2 that you wanna use.* - Copy someone else's vpk file, such as one of those that replace explosions with a spark from the explosions of a Spy's sapper. - Open it and learn how it is structured, and find where it replaces the effect (it looks very similar to how the soundscripts work) - Replace any particle effect paths with those you want to use instead I found this most useful in 100 servers, due to the sheer amount of smoke explosions create. But most people use it for overall less cluttered screens, which may help especially as Sniper. There are some very cool effects you could try, like the shockwave that accompanies explosions (which has 2 variations, one that faces you and one that faces up). But I settled with the flare gun flare's explosions, since it doesn't generate smoke, and it still gives me an idea of where an explosions happened if I'm not directly looking at it! *I used VPKEdit and Garry's Mod with the addon Advanced Particle Controller, though just for the reason of Linux support and because I already had Garry's Mod :P
There's also a way to utilize an edited soundscript to redirect certain sound files (such as sound/weapons) to something like (sound/vo/weapons) in a way that sort of works on (non-mvm) official servers. (custom sounds don't work when someone else fires a weapon, though there are some exceptions I found, such as the minigun.) Should be under "The sv_pure 1 Sound Utility Script" on Gamabanana, but a tutorial called "A Guide To Casual Compatible Soundmods" is what I followed.
adding to what henke37 already mentioned, when referencing sounds in Source you can use some special characters to tell the engine how to treat and playback some sounds
don't like the embargo one the match ending voice lines from both doesn't give the same urgency as the administrator. lost a couple of time and no one even started typing or voice chat to get on the cart.
they can't get disabled and yeah these voices are really annoying. Don't fit with tf2 at all and taking the announcer away kinda takes away what makes tf2 so iconic
Playing MvM with multiple killsounds is the music to my ears.
2:02 It's about the sound file's samplerate; Source caches information about audio it knows may play at some point (see the HL2 commentary nodes about this during the trainstation escape) and doesn't clear/refresh this cache when switching maps, resulting in e.g. a 22kHz voice sound file (original) being played at 11kHz (overriden by your map), so twice as slow.
@@elementw74 This is also why custom soundpacks usually break sounds on sv_pure 1 servers; it's the exact same issue.
L4D2 also loads it's own sound cache, but it's workshop implementation doesn't allow mods to have their own cache -- resulting in sound mods needing to match the original sample rate and length of sounds to play correctly.
A custom soundscript is how I added the custom voicelines to the "Capture The Civilian" mod I made. You can, in an animation, call for a soundscript sound to play on a certain frame. Make a custom soundscript entry in a new file and add the new file to the game_sounds_manifest and you can make it compatible with mods that change the vanilla soundscript files (so long as they don't change game_sounds_manifest)!
fuck that is so cool
Oh wow that's impressive
Subtitles appear a bit broke, working on it, (edit: should be fixed now)
Fun fact, Breadspace uses the sound replacement method I tried in Casserole! You can load it up in a single player session, load a new pl map and any Bread Space lines that played will transfer over and play instead of the announcer lines, doesn't seem to effect multiplayer, however.
Whomobile sounds like a dope bloke, I'd invite him to my Birthday!
music to helicopter my what to...
weiner
@@Whomobile peiner
Cockonut
@@Feras_Alghamdinoodlener
@@Feras_Alghamdi kleiner
A whole minute before UA-cam recommended me this?? What a travesty.
holy god you have NO IDEA how much i've needed a tutorial on changing the announcer nobody would help me
Hey, someone else figured out the glory of multiple custom hitsounds! I'm glad the process seems to be much simpler than back in the day when I wrote my own guide. From experience, you need a frequency of 44100 hz and a 1411 bitrate to get the best results for sound quality. And sometimes, you also need to reset you sound cache by dragging your custom folder in the vpk exec in the bin folder. But otherwise, yeah, it's quite fun! It was tedious to get my 400+ hitsound set working, but boy was it worth it! Have fun, everyone!
From the Source deve wiki: Source supports uncompressed 8-bit and 16-bit PCM sample rates at 11025 Hz, 22050 Hz, and 44100 Hz.
I use that as a base
Whenever I see anything that changes TF2's default voice lines, I'm always reminded of that remake/port of Watchpoint Gibraltar from Overwatch that IIRC replaces all of the Merc's voicelines with their Overwatch equivalents (Scout's lines replaced with Tracer's, Medic with Mercy, etc).
Very nice video. Shows how wonderful and fun modding can be. Replacing music/sounds in source game is one of my favorite parts of modding just right behind replacing the models. But when you combine the two, you get something truly magestic...
I want a sound script that plays "[class] is dead!" when a teammate dies. Similar to how death callouts work in MvM.
But have that work in regular matches.
4:30 imagine be a teenage modder wondering why you crit sounds doesnt work in casual and just the hit and kill sound and finally realize you needed to modify the script
it makes me want to try again
Appreciate the captions!!
really good paint visualizations
MEUDIC, MEUDIC, DOC COME ON MAN!, MEUDIC
3:45 Half-Life Pre-release Moment
My hit sounds is will from afar “you are in the beam” saying “hit” and my kill sound is him saying “you killed him”
Ahh, i know a classic tf2 video when I see one
Okay, now replace every sound in Team Fortress 2 with your own voice.
Isn’t Soundscripts that guy that plays trolldier a lot?
cool to see some actual documentation on this, was contemplating writing some myself after reverse engineering this system for a custom modpack a while back haha
Yeah! One of the reasons I made this video is the lack of information on sound scripts and what they can do, I've already had a few comments adding more things I didn't even know about!
Love me a nerdy type source video. I've used soundscripts to change my portal gun firing sounds to gel related sounds in Portal 2. It's very cool
You can change weapon shoot sounds through the weapon script files, and it works everywhere. You can also change the explosion particle effect and the bullet tracer effect, (to the capper laser), which also work everywhere. Decently well known, well atleast the explosion particle effect part.
I didn't know this was possible and now that I do, god that is so goofy.
This is very interesting to me because Minecraft has a very similar approach to this. I used basically the same method as shown in the beginning to replace certain nether ambience tracks with the OG Fortnite lobby music.
Related: I wonder if its possible to replace "Medic!" voicelines with the VSH "We have no medic" lines when, well, you have no medic
Oh I could have used this months ago, I was trying to change all of the hit sounds to minecraft skeleton damaged sounds and just couldn't get it to work. I at least got my custom kill sound to work (a bunch of bowling pin crashing sounds played over eachother with the wii bowling announcer yelling "Strike!"). Awesome guide!
I set my player kill soundscript to have a 1% chance to play the wilhelm scream
hoot6 mentioned 🔥🔥🔥
This is an excellent tutorial! I remember back when TF2 had the server store soundscripts, I would change the soundscripts so the conga music was replaced by custom music, and the Spy's voice lines for high fives were replaced with "slap my ass! Do it now!"
I used that custom killsounds from gamebanana from Mönkey's video. Its funny as hell
When I did my hitsound pack for every voiceline from sonic adventure, I made a .bat script to do all the copy/pasting for me.
yooo you made pl_casserole? i love that weird thing!
Ain’t that the guy who profiles people by what they wear?
I did this with an ed edd n eddy sound effect pack last year after finding one of those 100+ hitsounds mods, nobody ever talks about this!!!! Also turns out that multiple hit/killsounds are possible in MVM too but you just need to separately edit the mvm_level_sounds.txt
I've been trying to totally not torture myself with MvM unused sounds with goldsrc sounds and iirc it was because source really wants that 44100 wav audio.
Use audacity or something, maybe you wouldn't hear literal statics.
I use Wavosaur mostly for sounds, Audacity is good but I find it's better for music/vo stuff while Wavosaur is better for small clips of sound
The sounds scrips are very different on other maps!
neato
You should definitely make a video on how to do the same with particle effects!
Just in case though, here is a quick tutorial. You will need a program to open vpk files, and a way to find the file path of any particle effect included in TF2 that you wanna use.*
- Copy someone else's vpk file, such as one of those that replace explosions with a spark from the explosions of a Spy's sapper.
- Open it and learn how it is structured, and find where it replaces the effect (it looks very similar to how the soundscripts work)
- Replace any particle effect paths with those you want to use instead
I found this most useful in 100 servers, due to the sheer amount of smoke explosions create. But most people use it for overall less cluttered screens, which may help especially as Sniper.
There are some very cool effects you could try, like the shockwave that accompanies explosions (which has 2 variations, one that faces you and one that faces up). But I settled with the flare gun flare's explosions, since it doesn't generate smoke, and it still gives me an idea of where an explosions happened if I'm not directly looking at it!
*I used VPKEdit and Garry's Mod with the addon Advanced Particle Controller, though just for the reason of Linux support and because I already had Garry's Mod :P
Never touched particle effects so I'm not as familiar with that system, thankyou for the quick guide, I'll look into it when I can
I love you bro
There's also a way to utilize an edited soundscript to redirect certain sound files (such as sound/weapons) to something like (sound/vo/weapons) in a way that sort of works on (non-mvm) official servers. (custom sounds don't work when someone else fires a weapon, though there are some exceptions I found, such as the minigun.)
Should be under "The sv_pure 1 Sound Utility Script" on Gamabanana, but a tutorial called "A Guide To Casual Compatible Soundmods" is what I followed.
Soundscripts? Like the youtuber with the funny hat and beard?
as soon as i saw pl_casserole i immediately got flashbacks to Martin.
He played the broken version :(
5:03
Why do some of them have a preceding closed-paren? I'm unfamiliar with Source.
i think it was for the part later where he showcases what to do when a sound doesnt work because the bracket makes it an invalid file path
Yep, easier to fill in than forget
Special effect, spatial stereo sound.
adding to what henke37 already mentioned, when referencing sounds in Source you can use some special characters to tell the engine how to treat and playback some sounds
could soundscripts play hat stereotype videos
I mean, if it's the audio, I guess?
I've been wondering if this is possible
okay but can you draw a cool ascii horse?
Let me try
€----\
{} _--------+\
/_______/
Sorry, looks more like a dragon
@@Whomobile thats actually very awesome i like dragons
omg is this the real soundscripth tf2??
I misread the title and though it was gonna about soundscapes :( when is the video about those
0:25
Brother knows his audience.
1:05 brother knows his audience too well. stop pls
I'm gonna put every TF2 SiIvaGunner music in the game ! Less go !
I made an Oshawott saying “Oshawott” my hit sound and listening to it in MVM is so lovely
wasn't there a tool for this
Your custom map looks neat and atmospheric, but don't you think that it got too much open angles for snipers?
It was a common critic when I released it, I included more cover in later versions but it is still quite open
Does this work with other source games like left 4 dead 2......
It should
replace every sound with one sound
don't like the embargo one the match ending voice lines from both doesn't give the same urgency as the administrator. lost a couple of time and no one even started typing or voice chat to get on the cart.
lmao
witty comment
Is there any way to disable custom announcers? The borderlands tier voices are annoying.
Nope, unless you replace the audio files if they're not packed in the bsp that is.
they can't get disabled and yeah these voices are really annoying. Don't fit with tf2 at all and taking the announcer away kinda takes away what makes tf2 so iconic
Ngl the Civilian from TF2Classic does a much better job with it in Open Fortress, it would fit the TF2 universe way more
borderlands tier? so they're good?
nice video, but can you be my wife?
later
really low sample rate scout voice
How do I mute the VAs on Embargo please tell me
embrace the embargo
@Whomobile imma enact tariffs in two seconds if my ears have to bleed more
Just don't play Embargo. It was the worst map in the update anyway, and its permanent addition a tragedy.