Left 4 Dead 2

Left 4 Dead 2

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Melfina Feb 6, 2018 @ 1:42pm
(Solved) Tried to make music replacements for Tank/Witch. Neither seem to work and I'm not sure what to look at.
Alright, it's all fixed now. Thank you to those who replied. I figured I'd leave the thread here in case someone else needed it.

Culprit:
-- Witchencroacher file was much too quiet. Also, when testing, I didn't know that only sitting witches play the music. I'm pretty sure this was 90% of my issue, because all the witches that console commands spawned were standing/wandering. To fix this, I used "sv_force_time_of_day 0" first, then "z_spawn witch" and they were all sitting. Music played like a charm.
-- Also discovered that while the test map (Tumtara) i was using is pretty amazing for most things, the creator couldn't make it so any of the appropriate witch music would play. So it just never played on those maps.



==================================================================


Using this tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=398938698

I followed it, made sure the sound samples were the right length, bitrate, and sample rate (I used Audacity, Sample rate is 441000, 16bit, 1411hz as far as the program seems to say). All are wav files.

I have tried both just replacing the files in the directories as well as making a VPK. The game registers me having a VPK installed for it, but the sounds never change.

I've been trying to change the 2 main music files (witchenroach and psycho), as well as the two main tank files (tank, taank). The test map I've been using is the "Ultimate Test Map" called TumTara. When I spawn the tanks in it, no music plays at all. When I spawn witches, the music I applied doesn't play, and I seem to only hear the "little_lost_witch" soundfiles [as well as her normal crying] (which in all honesty, do not match the Silent Hill theme I'm trying to create, so I wouldn't mind removing those anyway).

This is the first time I've tried to make my own mod for the game, but despite following all the steps of the tutorials, I still apparently have missed something and I am not sure what.

For additional reference, I referred to this list for each sound files' frequencies and such.

https://steamcommunity.com/sharedfiles/filedetails/?id=283279259


Thank you for your time.
Last edited by Melfina; Feb 7, 2018 @ 7:33am
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Showing 1-15 of 16 comments
JTM Feb 6, 2018 @ 1:50pm 
Post your vpk so we can look at it
Melfina Feb 6, 2018 @ 2:09pm 
Originally posted by Aloha:
Post your vpk so we can look at it

Edited my post and added it. My apologies.
JTM Feb 6, 2018 @ 3:53pm 
Originally posted by Jehuty:
Originally posted by Aloha:
Post your vpk so we can look at it

Edited my post and added it. My apologies.
i tested it.
the music plays but the volume is too low.
i'm pretty sure there are guides that address the low volume issue.
Juniper Feb 6, 2018 @ 10:49pm 
Originally posted by Jehuty:
I used Audacity, Sample rate is 441000, 16bit, 1411kbps as far as the program seems to say). All are wav files.

Since when does L4D2 support 1411 kbps bitrate sound files?
I know CS:S doesn't allow higher than 128 kbps. Is it not the same for this game?
Zombie Tsunami Feb 7, 2018 @ 3:30am 
Originally posted by 𝓡𝔞𝑦𝔱𝔥:
Originally posted by Jehuty:
I used Audacity, Sample rate is 441000, 16bit, 1411kbps as far as the program seems to say). All are wav files.

Since when does L4D2 support 1411 kbps bitrate sound files?
I know CS:S doesn't allow higher than 128 kbps. Is it not the same for this game?
https://developer.valvesoftware.com/wiki/L4D2_Custom_Sound_and_Music_Tutorial

.wav is used extensively for official sounds. There are also some .mp3 files used as well, mostly for UI music.
Bug:
(Tested Oct. 6, 2011) .mp3 files are currently known to suddenly stop playing for soundscript entry "Event.MissionStart_<Music Post-Fix String>" and with ambient_music. With ambient_generic, the Start Silent flag and StopSound input will not work for .wav and .mp3 if the is NOT looped flag is checked. The exact causes are unknown, the bugs may be inconsistent, and they are subject to change (for better or worse) as the game continues to receive updates.

In other words, the sound system in L4D2 is buggy but extensive testing will still give desired results... eventually.

Compatible specifications

Although you're not restricted to these, the following are known sample rates, bitrates, and channels that were used in official sounds:

.wav: 176, 353, 706 or 1411 kbps (doesn't have to be exact); 11, 22, or 44 kHz (must be exact); Stereo or Mono

Tip:Use 16 Bit PCM format, as this is common in most audio software and is supported.

.mp3: 64 or 128 kbps; 44 kHz; Stereo or Mono
Juniper Feb 7, 2018 @ 5:15am 
Thank you for this info.
Melfina Feb 7, 2018 @ 5:35am 
Originally posted by Rocksimus Maximus:

Thanks for this info. I made sure to save the files as a 16bit pcm from Audacity, and the project is set to 44100Hz by default. I used Skep to double check all the bitrates and what not were the same as the original files (the resource list I used said that when replacing an audio file, they had to be exactly the same).

So I'll have to investigate why they're so quiet in game, but just about make me deaf in Audacity.
Melfina Feb 7, 2018 @ 6:01am 
As a secondary question: When I use this Test map (Tumtara) to spawn a witch to test, it always spawns the bride witch alongside the normal one. Is that why I keep hearing the "opera wailing" (little_lost_witch, etc.)?

Is there a better way for me to test the music for the normal witch and tank?

EDIT: It turns out those test maps can't seem to play the witch music (enroacher) that I need to test. However, it's sound map seems to show that both tank files and psychowitch are playing properly now.

I tried out the map with the witchbride, but it plays her special music. So I'm unsure of where to test.
Last edited by Melfina; Feb 7, 2018 @ 6:27am
Juniper Feb 7, 2018 @ 6:25am 
Create a game using console, then you can turn on cheats and spawn a normal witch via means of z_spawn.
Melfina Feb 7, 2018 @ 6:28am 
Originally posted by 𝓡𝔞𝑦𝔱𝔥:
Create a game using console, then you can turn on cheats and spawn a normal witch via means of z_spawn.

Does this work for the "pre-fight" though? I tried spawning one before, but she instantly begins attacking. Turns out my fight music works just fine, but I'm having trouble testing the idle music short of hoping I find one during a campaign.
Juniper Feb 7, 2018 @ 6:44am 
It spawns her in the crying state. Choose a map environment where she is not wandering since there is no music for wandering types before being confronted/provoked.
Melfina Feb 7, 2018 @ 7:25am 
Originally posted by 𝓡𝔞𝑦𝔱𝔥:
It spawns her in the crying state. Choose a map environment where she is not wandering since there is no music for wandering types before being confronted/provoked.

I loaded in on the hotel map and used director_stop, then z_spawn witch. She spawns standing/wandering every time for some reason. I saw in other videos, she spawned while seated.
Melfina Feb 7, 2018 @ 7:30am 
Sweet jesus. OKAY. I figured it all out now.

Turns out my mod did work after I edited the files a bit better (volume), but that the witches I was finding/spawning in test maps and all that were all *standing/wandering*. I then figured out if I use "sv_force_time_of_day 0" before "z_spawn witch", all witches spawned will be sitting.

This confirmed it was fixed, my witch files are working now. I'll probably make the Tank music a little louder and reupload in the off chance people want this.

Thank you so much to all of you that responded with info, I really appreciate your patience with my learning.
Juniper Feb 7, 2018 @ 7:34am 
Glad you sorted it all out.
Zombie Tsunami Feb 7, 2018 @ 8:23am 
Originally posted by Jehuty:
Sweet jesus. OKAY. I figured it all out now.

Turns out my mod did work after I edited the files a bit better (volume), but that the witches I was finding/spawning in test maps and all that were all *standing/wandering*. I then figured out if I use "sv_force_time_of_day 0" before "z_spawn witch", all witches spawned will be sitting.

This confirmed it was fixed, my witch files are working now. I'll probably make the Tank music a little louder and reupload in the off chance people want this.

Thank you so much to all of you that responded with info, I really appreciate your patience with my learning.
glad you got it going.
cheers
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Date Posted: Feb 6, 2018 @ 1:42pm
Posts: 16