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How to make custom sound ?
Posted: Wed Oct 29, 2014 1:56 pm
by Rougecorne
Hello all !
How to make custom sound in Legend of Grimrock 2 ?
So, i create my audio file in OGG format. I create this script in sounds.lua
defineSound{
name = "introdungeon",
filename = "mod_assets/sounds/2007.ogg",
loop = false,
volume = 1.0,
}
But, when i reload my project, i have this message:
[string "SoundSystem.lua"] :0: Not a RIFF file.
Why ?

Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 2:22 pm
by Prozail
i suspect it expects a .wav file.
All ingame "sounds" are .wav and all "AmbientTracks" (ie music) is ogg.
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 2:32 pm
by Rougecorne
Ok thank you
I don't have the error message, now.
But... why i can't play this sound in-game ?
It's strange
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 2:45 pm
by gambit37
Dungeon sounds need to be in WAV format, 16-bit 44.1Khz, mono. Do you have a sound converter to convert your OGG into the right format?
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 3:21 pm
by Rougecorne
I convert mp3 to this format (Wav, 16-bit 44.1Khz, mono).
What is the script to have the sound in-game ?

Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 4:40 pm
by Jouki
Rougecorne wrote:I convert mp3 to this format (Wav, 16-bit 44.1Khz, mono).
What is the script to have the sound in-game ?

are you trying play that soiund by script or sound item?
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 4:47 pm
by Rougecorne
Yes, but the editor don't find the sound :/
The script for play sound is:
playSound(sound) or playSoundAt(sound, level, x, y), right ? :/
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 5:01 pm
by Lark
Some of this is probably a repeat of what you already know, but to add a sound effect to the game, do this:
- Create your sound effect and make it a 16-bit 44.1Khz, mono .wav file and put it in your mod_assets\sounds directory under the dungeon you are editing.
- Edit your mod_assets\scripts\sounds.lua.
- Add the sound definition (see below) and save the file.
- In your script, use playSound("woodCollapse") (in my example below). The name you use to play the sound must match the name in the definition, including case.
- Trigger the script when you want the sound to play. That's all it takes!
Code: Select all
defineSound{
name = "woodCollapse",
filename = "mod_assets/sounds/woodCollapse.wav",
loop = false,
volume = 3,
minDistance = 1,
maxDistance = 1,
}
I hope this helps, -Lark
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 5:21 pm
by Rougecorne
Thank you !

It's work !
My problem is, when i make this script: "playSound("woodCollapse")", i write a bad name of sound.
Big thank you Lark !
But, i have an other question:
In this script:
playSoundAt("introdungeon", 1, 12, 18), 1 = what ? Because, i can't write '0' (For H)
Re: How to make custom sound ?
Posted: Wed Oct 29, 2014 5:40 pm
by Rougecorne
It's okay, i try this script :
function playCoolSound()
playSound("cool_sound")
end
And it work with an activator.