

If you want to add a new sound without replacing an old one, you must declare a name for it via SOC or Lua. Now that only sound effect and music files are shown, select the sound effect you want to check from the list and click the play button, or if using XWE, select Wave → Play in the menu bar. SLADE and XWE both have settings for filtering the lump list, by selecting "Audio" on the "Show" drop-down box, or with the "Sound" button, respectively. To find out which sounds you want to replace, you can preview SRB2's sound lumps, which are stored in the file srb2.pk3. If you want to replace an existing sound, look up the name of the lump in question in the list of sounds and give your lump the same name. The names of sound lumps are prefixed by DS, e.g., DSSPIN. Since sounds are usually short, you can safely use uncompressed formats such as WAV.īefore you import your sound lump, you need to know how to name it. However, some MP3s may not work properly as sounds (though they may work fine as music), and Ogg with the Opus codec is only supported in music. You can use any of the supported formats listed above for your sound file.

SLADE is recommended for this, but this tutorial will also cover XWE where necessary. If your file is in an unsupported format, you need to convert it using additional software such as Audacity.

The most widely used format for music is Ogg Vorbis (.ogg), as it compresses well without much drop in quality. Like Doom itself and Doom-based games and mods, SRB2 includes native support for the Doom Sound Format, though another widely used format for sounds is WAV (.wav). SRB2 v2.2 can play many different sound and music formats.
