Autorun Sounds Help

This has been bugging me for the past hour, I can’t find what’s wrong. It’s probably something small.

I’m trying to put some sounds in the autorun lua, and when I do, it says it can’t find the sound.

Here is the autorun code.



--PipeWrench--
sound.Add({
	name = 			"pipewrenchslash.1",
	channel = 		CHAN_USER_BASE+10,
	volume = 		1.0,
	sound = 			"weapons/piperench/knife_slash1.wav"
})

sound.Add({
	name = 			"pipewrenchwall.1",
	channel = 		CHAN_USER_BASE+10,
	volume = 		1.0,
	sound = 			"weapons/piperench/knife_hitwall1.wav"
})

sound.Add({
	name = 			"pipewrenchdeploy.1",
	channel = 		CHAN_USER_BASE+10,
	volume = 		1.0,
	sound = 			"weapons/piperench/wrench_deploy1.wav"
})


console error



Failed to load sound "weapons\piperench\wrench_deploy1.wav", file probably missing from disk/repository
Failed to load sound "weapons\piperench\knife_slash1.wav", file probably missing from disk/repository
Failed to load sound "weapons\piperench\wrench_deploy1.wav", file probably missing from disk/repository
Failed to load sound "weapons\piperench\knife_slash1.wav", file probably missing from disk/repository
Failed to load sound "weapons\piperench\knife_hitwall1.wav", file probably missing from disk/repository


Pipe Wrench Code



 if (SERVER) then

	AddCSLuaFile( "shared.lua" )
	SWEP.Weight				= 5
	SWEP.AutoSwitchTo			= false
	SWEP.AutoSwitchFrom		= false

	local ActIndex = {}
		ActIndex[ "knife" ]		= ACT_HL2MP_IDLE_KNIFE

	function SWEP:SetWeaponHoldType( t )

		local index 								= ActIndex[ t ]
			
		if (index == nil) then
			return
		end

		self.ActivityTranslate 							= {}
		self.ActivityTranslate [ ACT_HL2MP_IDLE ] 			= index
		self.ActivityTranslate [ ACT_HL2MP_WALK ] 			= index + 1
		self.ActivityTranslate [ ACT_HL2MP_RUN ] 				= index + 2
		self.ActivityTranslate [ ACT_HL2MP_IDLE_CROUCH ] 		= index + 3
		self.ActivityTranslate [ ACT_HL2MP_WALK_CROUCH ] 		= index + 4
		self.ActivityTranslate [ ACT_HL2MP_GESTURE_RANGE_ATTACK ] 	= index + 5
		self.ActivityTranslate [ ACT_HL2MP_GESTURE_RELOAD ] 		= index + 6
		self.ActivityTranslate [ ACT_HL2MP_JUMP ] 			= index + 7
		self.ActivityTranslate [ ACT_RANGE_ATTACK1 ] 			= index + 8
	
		self:SetupWeaponHoldTypeForAI( t )
	end
end

if ( CLIENT ) then
	SWEP.PrintName			= "Pipe Wrench"	
	SWEP.DrawAmmo 			= false
	SWEP.DrawCrosshair 		= false
	SWEP.ViewModelFOV		= 60
	SWEP.ViewModelFlip		= false
	SWEP.CSMuzzleFlashes	= false
	
	SWEP.Slot				= 1
	SWEP.SlotPos			= 1
	SWEP.IconLetter		= "j"

	killicon.AddFont("ptp_cs_knife", "CSKillIcons", SWEP.IconLetter, Color( 255, 80, 0, 255 ))
	surface.CreateFont("CSKillIcons", {font = "csd", size = ScreenScale(30), weight = 500, antialias = true, additive = true})
	surface.CreateFont("CSSelectIcons", {font = "csd", size = ScreenScale(60), weight = 500, antialias = true, additive = true})
end
SWEP.Category				= "Melee Pack"

SWEP.HoldType			= "knife"

SWEP.Spawnable				= true
SWEP.AdminSpawnable			= true

SWEP.ViewModel 				= "models/weapons/v_piprw_t.mdl"
SWEP.WorldModel 			= "models/weapons/w_piprw_t.mdl" 
SWEP.UseHands				= true

SWEP.Weight					= 5
SWEP.AutoSwitchTo				= false
SWEP.AutoSwitchFrom			= false

SWEP.Primary.ClipSize			= -1
SWEP.Primary.Damage			= 100
SWEP.Primary.DefaultClip		= -1
SWEP.Primary.Automatic			= true
SWEP.Primary.Ammo			="none"


SWEP.Secondary.ClipSize			= -1
SWEP.Secondary.DefaultClip		= -1
SWEP.Secondary.Damage			= 100
SWEP.Secondary.Automatic		= false

SWEP.MissSound 				= Sound("pipewrenchslash.1")
SWEP.WallSound 				= Sound("pipewrenchwall.1")
SWEP.DeploySound				= Sound("pipewrenchdeploy.1")


/*---------------------------------------------------------
Think
---------------------------------------------------------*/
function SWEP:Think()
end

/*---------------------------------------------------------
Initialize
---------------------------------------------------------*/
function SWEP:Initialize() 
	self:SetWeaponHoldType( self.HoldType ) 
	util.PrecacheSound("weapons/iceaxe/iceaxe_swing1.wav")
	util.PrecacheSound("weapons/pipewrench/knife_hit1.wav")
	util.PrecacheSound("weapons/pipewrench/knife_hit2.wav")
	util.PrecacheSound("weapons/pipewrench/knife_hit3.wav")
	util.PrecacheSound("weapons/pipewrench/knife_hit4.wav")	 
 end 

/*---------------------------------------------------------
Deploy
---------------------------------------------------------*/
function SWEP:Deploy()
	self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
	self.Weapon:SetNextPrimaryFire(CurTime() + 1)
	self.Weapon:EmitSound( self.DeploySound, 50, 100 )
	return true
end

/*---------------------------------------------------------
PrimaryAttack
---------------------------------------------------------*/
function SWEP:PrimaryAttack()

	local tr = {}
	tr.start = self.Owner:GetShootPos()
	tr.endpos = self.Owner:GetShootPos() + ( self.Owner:GetAimVector() * 50 )
	tr.filter = self.Owner
	tr.mask = MASK_SHOT
	local trace = util.TraceLine( tr )

	self.Weapon:SetNextPrimaryFire(CurTime() + 0.5)
	self.Owner:SetAnimation( PLAYER_ATTACK1 )

	if ( trace.Hit ) then

		if trace.Entity:IsPlayer() or string.find(trace.Entity:GetClass(),"npc") or string.find(trace.Entity:GetClass(),"prop_ragdoll") then
			self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
			bullet = {}
			bullet.Num    = 1
			bullet.Src    = self.Owner:GetShootPos()
			bullet.Dir    = self.Owner:GetAimVector()
			bullet.Spread = Vector(0, 0, 0)
			bullet.Tracer = 0
			bullet.Force  = 1
			bullet.Damage = 50
			self.Owner:FireBullets(bullet) 
			self.Weapon:EmitSound( "weapons/knife/knife_hit" .. math.random(1, 4) .. ".wav" )
		else
			self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
			bullet = {}
			bullet.Num    = 1
			bullet.Src    = self.Owner:GetShootPos()
			bullet.Dir    = self.Owner:GetAimVector()
			bullet.Spread = Vector(0, 0, 0)
			bullet.Tracer = 0
			bullet.Force  = 1
			bullet.Damage = 50
			self.Owner:FireBullets(bullet) 
			self.Weapon:EmitSound( self.WallSound )		
			util.Decal("ManhackCut", trace.HitPos + trace.HitNormal, trace.HitPos - trace.HitNormal)
		end
	else
		self.Weapon:EmitSound(self.MissSound,100,math.random(90,120))
		self.Weapon:SendWeaponAnim(ACT_VM_MISSCENTER)
	end
end

/*---------------------------------------------------------
Reload
---------------------------------------------------------*/
function SWEP:SecondaryAttack()

	end
/*---------------------------------------------------------
Reload
---------------------------------------------------------*/
function SWEP:Reload()

	return false
end

/*---------------------------------------------------------
OnRemove
---------------------------------------------------------*/
function SWEP:OnRemove()

return true
end

/*---------------------------------------------------------
Holster
---------------------------------------------------------*/
function SWEP:Holster()

	return true
end

/*---------------------------------------------------------
ShootEffects
---------------------------------------------------------*/
function SWEP:ShootEffects()

end

local IRONSIGHT_TIME = 0.15


/*---------------------------------------------------------
DrawWeaponSelection
---------------------------------------------------------*/
function SWEP:DrawWeaponSelection(x, y, wide, tall, alpha)

	draw.SimpleText(self.IconLetter, "CSSelectIcons", x + wide / 2, y + tall * 0.2, Color(255, 210, 0, 255), TEXT_ALIGN_CENTER)
	-- Draw a CS:S select icon


end

/*---------------------------------------------------------
	DrawHUD
	
	Just a rough mock up showing how to draw your own crosshair.
	
---------------------------------------------------------*/
function SWEP:DrawHUD()


	local x, y

	// If we're drawing the local player, draw the crosshair where they're aiming,
	// instead of in the center of the screen.
	if ( self.Owner == LocalPlayer() && self.Owner:ShouldDrawLocalPlayer() ) then

		local tr = util.GetPlayerTrace( self.Owner )
		tr.mask = bit.bor( CONTENTS_SOLID,CONTENTS_MOVEABLE,CONTENTS_MONSTER,CONTENTS_WINDOW,CONTENTS_DEBRIS,CONTENTS_GRATE,CONTENTS_AUX )
		local trace = util.TraceLine( tr )
		
		local coords = trace.HitPos:ToScreen()
		x, y = coords.x, coords.y

	else
		x, y = ScrW() / 2.0, ScrH() / 2.0
	end
	
	local scale = 1 
	
	// Scale the size of the crosshair according to how long ago we fired our weapon
	local LastShootTime = self.Weapon:GetNetworkedFloat( "LastShootTime", 0 )
	scale = scale * (2 - math.Clamp( (CurTime() - LastShootTime) * 5, 0.0, 1.0 ))

	surface.SetDrawColor( 0, 255, 0, 255 )
	
	
	// Draw an awesome crosshair
	local gap = scale
	local length = gap + 6 * scale
	surface.DrawLine( x - length, y, x - gap, y )
	surface.DrawLine( x + length, y, x + gap, y )
	surface.DrawLine( x, y - length, x, y - gap )
	surface.DrawLine( x, y + length, x, y + gap )

end


YES I do know the folder is spelled “piperench” instead of “pipewrench” i spelled the folder like that to see if it changed anything with the autorun.

I know this might sound dumb, but did you add the actual sound files onto the server? (If they are from a addon)

If you did, you might make a seperate folder in the gamemodes folder named content/sound or content/sounds (If it isn’t generated already) and add your sounds there, THEN make a simple resources.lua file (Again if it isn’t already generated) and add those sound files to it to make sure it is downloaded by the client.