Sounds
Every custom sound or music in the map now has to be defined as a soundevent in the custom soundevent .vsndevts file. This .sndevts file has to be located in content/<addon name>/soundevents/.
First, make sure that the raw sound files are located in the correct directory under contents/<addon name>/sounds/.
In CS:GO sound files were located in csgo/sound/ folder; notice the spelling difference between sound and sounds!
If the addon was created in the tools launch menu, then an example .sndevts file named soundevents_addon.vsndevts is automatically created in this directory. Within this example file, several pre-defined soundevents are present that can be configured to your needs. This file also has detailed comments explaining some of the soundevent parameters, which can be helpful in determining what values to use.
If you wish to hear your custom soundevents in hammer and in game, then your .vsndevts file must be named soundevents_addon.vsndevts. Only soundevent file of this specific name is read by the game.
If you cannot hear the custom sounds in hammer Asset Browser even if the soundevent file is named correctly as soundevents_addon.sndevts, then double check if the syntax within the file is correct and that the sound files have been compiled to .vsnd_c.
To play these custom sounds in game, create a point_soundevent entity which references a custom soundevent.
You can set the volume of a soundevent higher than 1 to a maximum of 10. Don’t tell Luffaren that!
In
Counter-Strike 2 there are three different types of soundevents:
csgo_megais a general soundevent type that you would use for the majority of sounds.csgo_musicis specifically used for musiccsgo_3dis used for other general ambient sounds.
ambient_generic is now considered obsolete and should not be used.