Custom Sound Files
When configuring a sound actor or a sound domain, you can use custom sound files.
Format
The format of custom sound files must be the following:
44.1
kHz16 bit
.wav
as a storage format
Whether it is Mono
or Stereo
– depends on the purpose of the sound.
WARNING: For custom sounds, 16 bit
is a strict limitation. I.e., you will not be able to use, for example, 32-bit
sounds for your map. However, the limitation of 44.1 kHz
is a soft one (e.g., we have the 22-kHz
sounds in the game also).
Process
To use a custom sound file, do the following:
-
In the
Media
folder, create thesounds
directory. This will be the root folder for all your custom sound files.
For example, the full path to this folder may be similar to the following:- For Expeditions:
C:\Users\<username>\Documents\My Games\Expeditions\Media\sounds\
- For SnowRunner:
C:\Users\<username>\Documents\My Games\SnowRunner\Media\sounds\
- For Expeditions:
-
Optional: You can create subfolders there to group some of your sound files. Names of these folders must not contain spaces, they can contain Latin characters, digits, and underscores.
For example, you can create theMedia\sounds\my_directory
folder there. -
Put your custom sound files in these folders, in the
.wav
format.
For example, you can addMedia\sounds\my_sound.wav
orMedia\sounds\my_directory\my_sound.wav
-
In the Sound file parameter of the properties of a sound actor or a sound domain, specify the path to the sound file, including its name without the file extension. The path must be specified relative to the
Media\sounds
directory, with/
as path delimiters and without the file extension.
For example:my_sound
ORmy_directory/my_sound
-
When you pack your map, custom sound files will be added to the
.pak
file.
TIP: Along with standalone custom sounds, you can also add and use custom series of sounds. They are added similarly.