Custom sound help

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GLaDOS CUBE
163 Posts
Posted Jan 29, 2012
every time i start portal with a custom sound it say's,
[Sound] S_StartSound(): Failed to load sound 'glados_cube\test.wav'. File is missing from disk/repository.
is there a way to fix this?
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spongylover123
944 Posts
Posted Jan 29, 2012
Replied 56 minutes later
Have you googled
"custom sounds source"?
or "custom sounds" on this site?
You gotta stop asking questions that google or this site can answer.
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Lpfreaky90
2,842 Posts
Posted Jan 29, 2012
Replied 1 hour later

Here are some very useful links:

http://www.lmgtfy.com/?q=custom+sounds+source

http://www.lmgtfy.com/?q=custom+sound
Hope that helps :smile:

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Pitkakorvaa
200 Posts
Posted Jan 30, 2012
Replied 11 hours later
I wrote a tutorial to this thread. But I'm quoting it to here just for you.

Quote:
For Portal 2 !!
When using custom sound/music in your level, possibly it won't play when activated and you may get this error:
"[Sound] S_StartSound(): Failed to load sound 'destination music/mymusic.wav'. File is missing from disk/repository."

Well now you fix this problem, I give you two options.

First(recommended):
Go to your "\steamapps\common\portal 2\portal2\cfg" and create file called autoexec.cfg then
write this snd_updateaudiocache in the file. Now every time you run Portal 2, it updates audio caches. And that fixes the 'mute' ambient_generic entitys. And why this way? Because when you have custom sounds in your level, you can include this file, when releasing the map, and everyone who plays the level can hear custom sounds. :thumbup:

Second:
Just write snd_updateaudiocache to console and restart map.

Hope this helps everyone who is willing to use custom sounds!

Hope this helps !

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Skotty
671 Posts
Posted Jan 30, 2012
Replied 5 hours later
When releasing a map, put the custom sounds in a extra VPK file or directly in the BSP. That is enough.
Updating the soundcache everytime is very annoying.
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GLaDOS CUBE
163 Posts
Posted Jan 30, 2012
Replied 19 minutes later
OMG THANK YOU! snd_updateaudiocache works great (will this work on other PC's if i send a map with custom sounds over?)
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Skotty
671 Posts
Posted Jan 30, 2012
Replied 2 hours later
You would have to tell the people to execute that command manually, or you create a point_servercommand and give it the input "OnMapSpawn Servercommand Command snd_updateaudiocache".
But of course that would lead to a rebuild everytime you start your map (so it's absolutly stupid).