Following a common file structure, we will create a
.sound file called
example_pistol.shoot inside your addon under
sounds/weapons/pistol/. The original sound file (
.mp3) will be called
pistol.shoot01.wav inside the same folder. A single
.sound asset can contain multiple different sounds which will be picked from randomly on every play.
For looping sounds you will have to either place loop markers inside your sound file or compile the sound as a looping sound beforehand. To do this, you right-click the sound in the asset browser and select the appropriate option.
To create the actual
.sound file, you open the Inspector using the asset browser and switch the asset type to
Inside the inspector you can now select your sound file and set values such as Volume, Pitch, Random Volume, Random Pitch and audible distance. If your sound is supposed to be a screen sound, you will also need to select the
Saving this file via
File > Save will result on a
.sound_c asset for the metadata and a
.vsnd_c file for the actual sound file, if you haven't compiled your sound already in a previous step.
Equivalent is just the addon name in this example, the path will differ per addon of course.
To play the sound in-game, you should use one of the static methods from the
Sound class, using the name of the
.sound asset type without the extension: