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Old 07-21-2009, 02:01 AM   #1
Bobster1234
 
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Custom Taunt sound

This feature will allow you to upload a custom sound to the server that everyone in a within a certain radius around your player will hear. I like this method much better than using the mic because it is a hell of a lot less spammy.

People can only hear your sound when they have cl_customsounds set to 1.

Here is a very simple step by step process on how to do this.


1) Type in cl_customsounds 1 into your console. (If you do not know how to get into the console quit reading now.)

2) Find a very small sample of audio that you would want to play on the server.

3) Load up your audio file with a sound editing program (GoldWave)

4) Set the sample rate to 11025Hz
- The file size cannot be any larger than 128k in total size.

5) Save your file as a 8bit mono wave file.

6) Save it to C:\Program Files\Steam\steamapps\SourceMods\FortressForever
- This will really work for any mod

7) Type in cl_soundfile "yoursoundfile.wav" into the console.

Join the server and use impulse 202 to play your sound!

Here is a sample audio file that you may download.

Since cl_customsounds doesn't want to record into the config.cfg file I created a file called autoexec.cfg in my cfg folder and placed this information into it. This script will automatically be loaded every time your game starts.

Code:
echo Custom sound settings loaded.
cl_customsounds 1
cl_soundfile "mysoundfile.wav"
//Use impulse 202
//to play the sound
TFC Medic Call

Last edited by Bobster1234; 07-21-2009 at 04:33 PM.
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Old 07-21-2009, 02:28 AM   #2
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I like this idea!
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Old 07-21-2009, 03:25 AM   #3
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It would be really awesome to see if the DEVs will automatically enable this feature for us in the next patch. It is just as simple as presetting cl_customsounds to 1.
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Old 07-21-2009, 04:10 AM   #4
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Request it as a feature

Honestly this is odd to me, but to each his own I guess.
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Old 07-21-2009, 04:32 PM   #5
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Nothing more awesome than the old style medic call.

"Excuse me! I'm in need of medical attention!"

TFC Medic Call

Last edited by Bobster1234; 07-21-2009 at 07:02 PM.
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Old 07-21-2009, 06:25 PM   #6
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That TFC medic call link is to a different file.
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Old 07-21-2009, 07:03 PM   #7
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Alright, thanks for the heads up. I just fixed it.
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Old 07-21-2009, 09:03 PM   #8
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that just seems so abusable.
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Old 07-21-2009, 09:13 PM   #9
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Quote:
Originally Posted by mervaka View Post
that just seems so abusable.
Please accentuate further upon this.
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Old 07-21-2009, 09:51 PM   #10
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As soon as can I start playing again, I'm going to be all over this. Thanks dude!
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Old 07-21-2009, 10:23 PM   #11
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Quote:
Originally Posted by mervaka View Post
that just seems so abusable.
Put it on a timer, like Sprays are on. User adjustable, so they can choose to not hear them, or only here them at certain intervals.

Not that hard.
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Old 07-21-2009, 11:32 PM   #12
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There already is a timer. It is about a minute or so. It isn't like I can sit there and spam it endlessly. Just shooting your gun makes the sound stop.
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Old 07-22-2009, 12:01 AM   #13
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Download HLSS.
Get some nice .MP3 or .WAV files.
Convert them correctly.
Reduce some bass/equalize them with a program like GoldWave.
Run HLSS.
Set it up with FF.
Play sounds.

If someone doesn't like your sounds:
Hold tab.
Click.
Click the person's name.

Now you can hear the nice music that someone was playing on voice chat without the annoying guy playing Arnold Schwarzenegger saying "STOP WHINING" over and over.
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Old 07-22-2009, 05:02 AM   #14
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This is a radius playing sound so it isn't nearly as obnoxious as your mic spamming of scout saying bonk at a million miles an hour. Also, the sounds playing from this thing isn't nearly even comparable to the volume level that you can achieve with mic chat, you can scare someone straight out of their chair if they aren't prepared with the microphone. This sound isn't a constant volume for every player in the map since it does play by radius. For some it maybe a whisper and others it maybe at a normal volume level.

If you're trying to compare this with mic spamming you're at a losing game because mic spamming is even more abusive. You can easily join a server as unconnected and keep changing your name around making it nearly impossible to efficiently mute someone. Switching to orange box will help defend against unconnected but it still exists. I think.

If you don't like someones 3 second sound clip that they can only play every minute or so then you can just hit ~ and type in "cl_customsounds 0" and tap enter. Turning this taunt thing on or off does not effect game play.

This is a personalized sound file that possibly only you and your victim can hear. Instead of forcing everyone in the whole server to hear a baby saying "dominating."
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Last edited by Bobster1234; 07-22-2009 at 05:05 AM.
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Old 07-22-2009, 05:58 AM   #15
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I have to say that after thinking about this...I think it should be locked.

Think about this senario:

We're playing...let's say 2fort;
I am a spy cloaked in the basement. Your an engi who is defending the flag, standing at the bottom of the ramp. You have a dispenser blocking the short hall, and an sg in the fr. I have recorded a cl_customsound of the sabotage noise...I get into position and near the long hall and hit it. You go running b/c you hear it and I stab you, kill your sg, and steal the flag.

It's not that far fetched and would be pretty much an exploit. Same with the landing noise, reloading, nade prime, ragdoll hitting the floor, death, medic, engy, the list goes on.
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Old 07-22-2009, 10:32 AM   #16
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Aren't you notified when your SG gets sabbed? And the Dispenser just explodes right away, so I don't think you can be fooled. If there are other Engies, well... you will know if something has been sabbed when you see the death icons =p

The other sounds... Only experienced players notice them, and if they can only be played every minute, I don't really see how this can be "easily" exploited. This is the same that if in TF2 you disguise as an enemy and stay cloaked near a Sentry Nest and spam the "Spy" or other voice commands - if the Engie is new, he won't notice it, if he's experienced he will be able to track your position by the sound.
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Old 07-22-2009, 02:33 PM   #17
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It can still fool a player.
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Old 07-22-2009, 03:23 PM   #18
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IMO if I can exploit anyone it's an exploit.
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Old 07-22-2009, 04:43 PM   #19
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The sound of a dispenser blowing up is the same sound as a grenade blowing up. So, unless you're running towards every single grenade that blows up, I don't see it affecting anyone at all. Also when your dispenser blows, it tells you RIGHT ON YOUR SCREEN. So, if I started I hear these explosion comming from nowhere, I'm going to think something is up and just start shooting in random corners.

You guys must be far more intense gamers than I am because the only sound that I take serious in this game is the grenade sound. I've only used sound to know if someone is coming and to know when to jump when I have a grenade primed. So, if you were playing a really serious game of Fortress Forever, I'd recommend you turn customsounds off because you know. You never know when you see a perfectly good cloaked spy making a grenade priming sound from the corner of the map and notice you don't even have any grenades on you at all. It just sounds like a spy being stupid and giving away his position.

"Hey, what is that sabotage sound coming from my right speaker in the direction of no sentry gun? It looks like another engineer got his SG sapped. I'd better go and protect mine."

Hey, guys the command exists now. I'd recommend you guys go and actually try the command before you go and start talking out of your ass with these desperate attempts to make this sound like a bad command because it is honestly is very creative of you but not very realistic at all. This stupid sound thing gives away your general position very easily. I just tested this command on my server and saw how players reacted. It give away my general location and were always looking generally in my direction. I don't see how you can actually effectively use these "stock" sounds very well to your advantage at all because it really does bring unneeded attention to where you are standing in the map and after playing the sound twice they were able to pin-point my position or have a very good idea on where I was.
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Old 07-22-2009, 05:08 PM   #20
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If the only sound you listen for is the nade then that's your bad...but I listen for TONS of stuff including but not limited to:

nade, the drop noise (when you hit the ground), building, shooting, reloading, etc.

there are tons of sounds, that if they were duplicated ingame could effect people's reaction. Seeing as there is no notification that these sounds are coming from someone and not from the game...I consider it an exploit.
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