Mapping/Sound Replacement Guide
1 What is Sound Replacement?
Sven Co-op features coding that allows for the mapper (and server-side) replacement of sounds in monsters and global entities. This works by using a file that overrides the default sound file paths and directs the game to use one sound instead of another. Sounds can be replaced globally and locally.
2 How to set up Global Sound Replacement?
1. Create a GSR file in the "maps" folder matching your maps name (eg. mymap.gsr).
2. Type the desired sounds into the file. In this example I've replaced the crowbar model with a knife model and I want to replace the crowbar sounds with their knife counterparts.
- "weapons/cbe/cbe_hit1.wav" "weapons/knife_hit_wall1.wav"
- "weapons/cbe/cbe_hit2.wav" "weapons/knife_hit_wall2.wav"
- "weapons/cbe/cbe_miss1.wav" "weapons/knife1.wav"
- "weapons/cbe/cbe_miss2.wav" "weapons/knife2.wav"
- "weapons/cbar_miss1.wav" "weapons/knife3.wav"
- "weapons/cbar_hitbod1.wav" "weapons/knife_hit_flesh1.wav"
- "weapons/cbar_hitbod2.wav" "weapons/knife_hit_flesh2.wav"
- "weapons/cbar_hitbod3.wav" "weapons/knife_hit_flesh1.wav"
- "weapons/cbar_hit1.wav" "weapons/knife_hit_wall1.wav"
- "weapons/cbar_hit2.wav" "weapons/knife_hit_wall2.wav"
3. Open or create the map CFG file (eg. mymap.cfg) in the "maps" folder and add this line to the end for your map:
- globalsoundlist ../../maps/mymap.gsr
4. Save both the GMR and CFG file and load up your map.
3 How to set up Local Sound Replacement?
If you want to change the sounds to a specific monster you can do so via Local Sound Replacement.
1. Go into the "sound" folder and create a new folder which has the same name as your BSP file (eg. mymap.bsp => /sound/mymap/)
2. Create a TXT file for this monster and add the lines for your desired sound replacement. I'm going to replace the Alien Slave sounds with the Skeleton from They Hunger. My file name will be hungerslave.txt
- "aslave/slv_alert1.wav" "hungerslave/slv_alert1.wav"
- "aslave/slv_alert3.wav" "hungerslave/slv_alert3.wav"
- "aslave/slv_alert4.wav" "hungerslave/slv_alert4.wav"
- "aslave/slv_die1.wav" "hungerslave/slv_die1.wav"
- "aslave/slv_die2.wav" "hungerslave/slv_die2.wav"
- "aslave/slv_pain1.wav" "hungerslave/slv_pain1.wav"
- "aslave/slv_pain2.wav" "hungerslave/slv_pain2.wav"
- "aslave/slv_word1.wav" "hungerslave/slv_word1.wav"
- "aslave/slv_word2.wav" "hungerslave/slv_word2.wav"
- "aslave/slv_word3.wav" "hungerslave/slv_word3.wav"
- "aslave/slv_word4.wav" "hungerslave/slv_word4.wav"
- "aslave/slv_word5.wav" "hungerslave/slv_word5.wav"
- "aslave/slv_word6.wav" "hungerslave/slv_word6.wav"
- "aslave/slv_word7.wav" "hungerslave/slv_word7.wav"
- "aslave/slv_word8.wav" "hungerslave/slv_word8.wav"
- "!SLV_IDLE0" "hungerslave/slv_word1.wav"
- "!SLV_ALERT0" "hungerslave/slv_alert1.wav"
- "!SLV_ALERT3" "hungerslave/slv_word2.wav"
3. Go into the entity properties and the name of the TXT file to the 'Sound Replacement File' field. Since the folder and BSP names are the same, the engine doesn't need you to specify any paths here.
4 Notes
- As seen from the example of local replacement, you can also directly replace sentences from the sentences.txt file, however some sentence files are made up of more than one wav file, it is not possible to replace the file with more than one wav file.
- For weapons, only crowbar and wrench sounds can be sound replaced, this is due to all other weapons being client-side, there is an option for setting a sound replacement file in all weapon entities, but this only works for the weapon_wrench and weapon_crowbar.
[[Category:Mapping]