# sounds.lst.md Using sounds.lst located in scripts folder, modder can override some of the hardcoded sounds in temp entities and server physics. File format: ``` { } ``` * Sounds can use any supported sound format (WAV or MP3). * The path must be relative to the sounds/ folder in the game or base directory root, addon folder, or archive root. * Groups can be empty or omitted from the file to load no sound. * Groups can either list a set of files or specify a format string and a range. * Anything after // will be considered a comment and ignored. * Behavior is undefined if the group was listed multiple times. Currently supported groups are: |Group name|Usage| |----------|-----| |`BouncePlayerShell`|Used for BOUNCE_SHELL tempentity hitsound| |`BounceWeaponShell`|Used for BOUCNE_SHOTSHELL tempentity hitsound| |`BounceConcrete`|Used for BOUNCE_CONCRETE tempentity hitsound| |`BounceGlass`|Used for BOUCNE_GLASS| |`BounceMetal`|Used for BOUNCE_METAL| |`BounceFlesh`|Used for BOUNCE_FLESH| |`BounceWood`|Used for BOUNCE_WOOD| |`Ricochet`|Used for BOUNCE_SHRAP and ricochet tempentities| |`Explode`|Used for tempentity explosions| |`EntityWaterEnter`|Used for entity entering water| |`EntityWaterExit`|Used for entity exiting water| |`PlayerWaterEnter`|Used for player entering water| |`PlayerWaterExit`|Used for player exiting water| ## Example This example is based on defaults sounds used in Half-Life: ``` BouncePlayerShell "player/pl_shell%d.wav" 1 3 BounceWeaponShell "weapons/sshell%d.wav" 1 3 BounceConcrete "debris/concrete%d.wav" 1 3 BounceGlass "debris/glass%d.wav" 1 4 BounceMetal "debris/metal%d.wav" 1 6 BounceFlesh "debris/flesh%d.wav" 1 7 BounceWood "debris/wood%d.wav" 1 4 Ricochet "weapons/ric%d.wav" 1 5 Explode "weapons/explode%d.wav" 3 5 EntityWaterEnter "player/pl_wade%d.wav" 1 4 EntityWaterExit "player/pl_wade%d.wav" 1 4 PlayerWaterEnter { "player/pl_wade1.wav" } PlayerWaterExit { "player/pl_wade2.wav" } ```