SV_Startsound: file.wav not precached (0)

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SV_Startsound: file.wav not precached (0)
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SV_Startsound: file.wav not precached (0)
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This message keeps popping up in the console every time the custom sound for the fireworks boxes fails to play. This doesn't appear with any of my other custom sounds, it doesn't matter what the file is called, and it doesn't matter if it's an mp3 or wav. Does anyone know how to precache sound files so I can fix this?

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    Enter this console command in game:

    snd_buildsoundcachefordirectory/addons/myfolder

    Replace "myfolder" with the name of your custom addon folder . That generates a sound.cache file in the folder, which should then be packed into a VPK.

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    Mantra
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    I think I managed to work around it the first time by renaming the file to the one I was replacing and copying the directory path, but that won't work this time.

    There are a handful of audio files that have a chance of playing when Nick says one of his pipe bomb lines. Using the old method would only allow one replacement file per line, which I suspect will grow old fast.

    Currently, I'm only testing 2 per line, one with the voice line included (RuinBombVoice) and one that's just the song (RuinBomb). Interestingly enough, the game will always try to play RuinBombVoice and then give the "sound not precached" error in the console. Forcing it to play RuinBomb instead doesn't show an error in the console, but it is likewise nonfunctional.

    I tried moving the mod folder to addons and using the suggested console command, but got the same results. Does anyone know why this message shows up and how to beat it?
    ALL the sound files!
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    Posted by RndwaveIsMyFriend

    I think I managed to work around it the first time by renaming the file to the one I was replacing and copying the directory path, but that won't work this time.

    There are a handful of audio files that have a chance of playing when Nick says one of his pipe bomb lines. Using the old method would only allow one replacement file per line, which I suspect will grow old fast.

    Currently, I'm only testing 2 per line, one with the voice line included (RuinBombVoice) and one that's just the song (RuinBomb). Interestingly enough, the game will always try to play RuinBombVoice and then give the "sound not precached" error in the console. Forcing it to play RuinBomb instead doesn't show an error in the console, but it is likewise nonfunctional.

    I tried moving the mod folder to addons and using the suggested console command, but got the same results. Does anyone know why this message shows up and how to beat it?

    You haven't rebuilt your overall sound cache. Enter the game open the console type snd_rebuildaudiocache and wait for it to finish. Note that you cannot do anything while this is working.
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  • RndwaveIsMyFriend avatar
    RndwaveIsMyFriend Joined 2y ago
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    Posted by Evil King Sombra

    You haven't rebuilt your overall sound cache. Enter the game open the console type snd_rebuildaudiocache and wait for it to finish. Note that you cannot do anything while this is working.
    Unfortunately, that didn't work, either. You think maybe it's something that you just can't modify with sound scripts?
    ALL the sound files!
  • RndwaveIsMyFriend avatar
    RndwaveIsMyFriend Joined 2y ago
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    So, it seems like this could be fixed by precaching the audio files. Problem is, I don't know how to do that, and apparently neither does Google, as my searches have produced no useful results.

    Does anyone happen to know how to precache audio files for a mod of an official campaign, step-by-step?
    ALL the sound files!

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