| Home Page | Recent Changes | Preferences

# Importing Sounds

## Some notes about sounds

- Before you start to import, make sure your samples are in your UT/Sounds folder or a subfolder of it, otherwise UnrealEd won't import them properly.
- UnrealEd will not import files with spaces in the directory or file name.
- You also have to make sure (at least for the UT build of the engine and earlier ones) that your samples are maximum: 22.5kHz, 16Bit, Mono. Anything higher won't work in UT.
- Do Not Alter Default Packages.

## Importing via UnrealEd (to .uax)

1. Open UEd's sound browser.
2. Click File → Import.
3. Select your file(s).
4. In the following dialogue, specify a package name. This is what your sound files will be saved as. (I.e. if you call it "MyCoolSounds", it will be saved as "MyCoolSounds.uax"). You can also specify a name for your sound, but I expect that you already assigned the fitting filename beforehand.
5. There you are, your sounds appear in the sound browser. If you've done everything correctly, that is. But before you start celebrating and close UEd, don't forget to save your sound package! Else it will all be lost...

## Importing via exec commands (to .u)

    #exec AUDIO IMPORT FILE="Sounds\Tazer\TSHOTA6.WAV" NAME="TazerFire" GROUP="ASMD"

or in the UnrealEd Console:

- AUDIO IMPORT FILE="Sounds\Tazer\TSHOTA6.WAV" NAME="TazerFire" GROUP="ASMD"
- NEW SOUND FILE=Sounds\Tazer\TSHOTA6.WAV PACKAGE=MyLevel.ASMD NAME=TazerFire
- NEW SoundFactory FILE=Sounds\Tazer\TSHOTA6.WAV PACKAGE=MyLevel.ASMD NAME=TazerFire

(all do the same thing)

## Creating Looping Sounds

Ever wondered why your imported sounds wouldn't loop properly? I did too, and I found this:

Taken from EpicGames' Audio Reference:

> To create a looping sound effect in a .wav file, you need a sound editing program like SoundForge (http://www.sfoundry.com) which supports looping sound effects. In Sound Forge, follow these instructions:

> 1. Run SoundForge.
> 2. Load your .wav file (either 8-bit or 16-bit).
> 3. Bring up the "Special/Edit Sample..." dialog.
> 4. Click on the "Sustaining" choice (as opposed to "One shot").
> 5. Select "File/Save As...".
> 6. Make sure that the "Save Sampler Information in file" option is checked.
> 7. Click on the "Save button".

So that means the Looping property is set in the sound file itself, and not in UnrealEd. Dunno what other Programs are able to do this...

Category Mapping
Category Tutorial

The Unreal Engine Documentation Site

Wiki Community

Topic Categories

Image Uploads

Random Page

Recent Changes

Offline Wiki

Unreal Engine

Console Commands

Terminology

Mapping Topics

Mapping Lessons

UnrealEd Interface

Questions&Answers

Scripting Topics

Scripting Lessons

Making Mods

Class Tree

Questions&Answers

Modeling Topics

Questions&Answers

Log In