Skip to content

Sounds

Use Sounds to replace a sound the game already plays with your own .wav, .ogg or .mp3. You can hear both sounds before you build. The mod ships the new sound; no game file is changed.

The step bar reads 1 Mod > 2 Your file > 3 Game sound > 4 Build.

Sounds replaces existing sounds only. To add a new sound event that your mod plays itself, follow Add a new sound.

Example: replace the main menu music

The Sounds screen

  1. Open the bench and choose Sounds.
  2. Type MenuMusic in Your mod (1), or pick it under Your other mods (2). The hint says adds to your mod MenuMusic for an existing mod, or that a new one will be made.
  3. The step bar (3) shows where you are.
  4. Under 1 Your sound file (4), press Pick... and choose your file (.wav, .ogg or .mp3). Once picked, the button reads Change.... Press Play (4) to hear your file.
  5. Under 2 Which game sound it replaces, type part of a name, a bank or an ID into the search box (5), here MainMenuMusic. The hint counts the matches.
  6. Each match (6) shows the sound’s name and, in brackets, its bank. Press Play beside it to hear it. Hover the name to see its media ID. Click the name to pick it; the picked one gets a > in front.
  7. Replaces (7) shows the sound you picked.
  8. Press Add to mod & build (8). If it is grey, the line under it says what is missing, as in the picture: pick the game sound it replaces (step 2). The game pauses a moment while it builds.
  9. Read the result line and, for the whole output, open Details and log (9).

What Add to mod & build does

It copies your file to Content\Audio\Replace\<mediaId>.<ext> in the mod folder. The file name is the media ID it replaces, so no ppcontent.json row is needed. Then it runs ct_sound bake <mod> and loads the new bank.

The player

The Player (10) shows what is playing, a Stop button, a progress bar with the time (0:04.0 / 0:12.0), and a Volume slider. That slider changes only the preview’s volume, not a game setting.

What the preview can play:

  • Your own file, built or not.
  • A shipped sound: its loose file, decoded; or a sound embedded in a game bank, extracted; or else the game’s own event of that name. When none of these exists, the bench says no preview for '<name>': it lives inside a game bank and no event of its own name plays it.

Keep the game window focused

The game’s sound engine pauses while its window is in the background, so a preview finishes only while the game window is focused.

Check the result

Sounds in MenuMusic (11) lists every sound the mod replaces, as <game sound> <- <your file>, with its length and a Play / Stop button. The mark in front says how far it got:

Mark Meaning
LIVE Loaded in this game session.
BUILT Built into its bank.
OLD Your file is newer than its bank; build again.
- Not built yet.

Build all again (12) runs ct_sound bake <mod> for every sound in the mod. Sounds other installed mods ship (<n>) (13) lists what other installed mods replace, each with Play.

The result line after a build tells you what to do next:

Result Meaning
built and loaded - play the game and listen (a later change needs a restart) Done. Play the game and listen.
built - <n> sound(s) are not loaded yet: restart the game to hear them (a sound loaded once this session cannot be swapped live) Restart the game with the mod enabled.
<n> sound(s) could not be loaded - see Details Built, but loading failed; read Details and log.
the build refused something - see Details Open Details and log and read the REFUSED line.

For the console route and the refusal messages, see Replace a shipped sound.