Lowering audio levels for SWEP

I have this custom weapon, it’s a chainsaw. Basically, the audio for it is way too loud in my server. I’ve taken the audio files that come with it and re-rendered them with lower audio levels, and then put them back into the folder they’re supposed to go in (in my server), yet the audio is still as loud as it was earlier.

I have deleted the files from my computer as well when doing so, so it re-downloaded the files to my pc from the server. Ingame the audio is, as I mentioned, as loud as it was earlier. Yet, when I go to the folder where they downloaded to, and play the files, they’re as low as I made them.

I was wondering if there’s another way to lower audio levels that I don’t know about?

I’d really appreciate the help.

Thanks in advance.

How are you playing the sound. Show your code.

Since the audio parts are in a couple of places, I cut out a piece from the coding to give you an idea of how the audio plays. This is from the “shared.lua” file.

This weapon is used in Trouble in Terrorist Town, by the way. The audio files mentioned (for example chainsaw_attack.wav) are the ones I’ve lowered the audio levels on.

SWEP.LastShootTime = 0

SWEP.IsMelee = true

function SWEP:Initialize()
self:SetWeaponHoldType(“physgun”)
self:SetDeploySpeed(0.5)
self.LastShootTime = 0
chainsawidle_Sound = Sound(“weapons/arch_chainsaw/chainsaw_idle.wav”)
idlesound = CreateSound(self.Weapon, chainsawidle_Sound )
chainsawattack_Sound = Sound(“weapons/arch_chainsaw/chainsaw_attack.wav”)
attacksound = CreateSound(self.Weapon, chainsawattack_Sound )
if CLIENT then
emitter = ParticleEmitter(self:GetPos())
end
end
function SWEP:Deploy()
self.Weapon:EmitSound( “weapons/arch_chainsaw/chainsaw_start_0”…math.random( 1, 2 )…".wav" )
self.Weapon:SendWeaponAnim( ACT_VM_DRAW )
timer.Create( “IdleSoundStart”, 3, 1, function()
idlesound:Play() – starts the sound
end
)
end

function SWEP:Reload()
return false
end

function SWEP:Precache()
util.PrecacheSound(“physics/wood/wood_plank_impact_hard1.wav”)
util.PrecacheSound(“physics/wood/wood_plank_impact_hard2.wav”)
util.PrecacheSound(“physics/wood/wood_plank_impact_hard3.wav”)
util.PrecacheSound(“physics/wood/wood_plank_impact_hard4.wav”)
util.PrecacheSound(“physics/wood/wood_plank_impact_hard5.wav”)
util.PrecacheSound(“physics/flesh/flesh_impact_bullet1.wav”)
util.PrecacheSound(“physics/flesh/flesh_impact_bullet2.wav”)
util.PrecacheSound(“physics/flesh/flesh_impact_bullet3.wav”)
util.PrecacheSound(“physics/flesh/flesh_impact_bullet4.wav”)
util.PrecacheSound(“physics/flesh/flesh_impact_bullet5.wav”)
util.PrecacheSound(“weapons/knife/knife_slash1.wav”)
util.PrecacheSound(“weapons/knife/knife_slash2.wav”)
end
local function StabCallback(attacker, trace, dmginfo)
if trace.Hit and trace.HitPos:Distance(trace.StartPos) <= 62 then
attacksound:ChangePitch( 50 )
attacker:GetActiveWeapon():SendWeaponAnim(ACT_VM_HITCENTER)
attacker:ViewPunch( Angle( math.random(-1,1), math.random(-1,1), 0 ) )
if trace.MatType == MAT_FLESH or trace.MatType == MAT_BLOODYFLESH or trace.MatType == MAT_ANTLION or trace.MatType == MAT_ALIENFLESH then
local effectdata = EffectData()
effectdata:SetOrigin(trace.HitPos)
effectdata:SetMagnitude(math.random(1, 3))
effectdata:SetEntity(ent)
util.Effect(“bloodstream”, effectdata)
util.Decal(“Blood”, trace.HitPos + trace.HitNormal * 8, trace.HitPos - trace.HitNormal * 8)
else
local Effect = EffectData()
Effect:SetOrigin(trace.HitPos)
Effect:SetEntity(ent)
Effect:SetMagnitude(0.2)
Effect:SetScale(0.2)
Effect:SetRadius(5)
Effect:SetColor(Color(0,0,255,255))
util.Effect(“sparks”, Effect)
attacker:EmitSound( “npc/manhack/grind”…math.random( 1, 5 )…".wav" )
util.Decal(“ManhackCut”, trace.HitPos + trace.HitNormal * 8, trace.HitPos - trace.HitNormal * 8)
end
if trace.Entity:IsValid() then
return {damage = true, effects = false}
end
else
attacksound:ChangePitch( 100 )
attacker:GetActiveWeapon():SendWeaponAnim(ACT_VM_HITCENTER)
if SERVER then
–attacker:EmitSound(“weapons/iceaxe/iceaxe_swing1.wav”, 80, math.random(65, 70))
end
end
return {effects = false, damage = false}
end
local function SlashCallback(attacker, trace, dmginfo)
if trace.Hit and trace.HitPos:Distance(trace.StartPos) <= 62 then
attacker:GetActiveWeapon():SendWeaponAnim(ACT_VM_MISSCENTER)
if trace.MatType == MAT_FLESH or trace.MatType == MAT_BLOODYFLESH or trace.MatType == MAT_ANTLION or trace.MatType == MAT_ALIENFLESH then
local effectdata = EffectData()
effectdata:SetOrigin(trace.HitPos)
effectdata:SetMagnitude(math.random(1, 3))
effectdata:SetEntity(ent)
util.Effect(“bloodstream”, effectdata)
util.Decal(“Blood”, trace.HitPos + trace.HitNormal * 8, trace.HitPos - trace.HitNormal * 8)
else
local Effect = EffectData()
Effect:SetOrigin(trace.HitPos)
Effect:SetEntity(ent)
Effect:SetMagnitude(0.2)
Effect:SetScale(0.2)
Effect:SetRadius(5)
Effect:SetColor(Color(0,0,255,255))
util.Effect(“sparks”, Effect)
attacker:EmitSound( “npc/manhack/grind_flesh”…math.random( 1, 3 )…".wav", 200, 50 )
util.Decal(“ManhackCut”, trace.HitPos + trace.HitNormal * 8, trace.HitPos - trace.HitNormal * 8)
end
if trace.Entity:IsValid() then
return {damage = true, effects = false}
end
else
attacker:GetActiveWeapon():SendWeaponAnim(ACT_VM_MISSCENTER)
if SERVER then
–attacker:EmitSound(“weapons/iceaxe/iceaxe_swing1.wav”, 80, math.random(65, 70))
end
end
return {effects = false, damage = false}
end
function SWEP:CanPrimaryAttack()
if self.Owner:Team() == TEAM_UNDEAD then self.Owner:PrintMessage(HUD_PRINTCENTER, “Great Job!”) self.Owner:Kill() return false end
if self.Owner:GetNetworkedBool(“IsHolding”) then return false end

return self:CanSecondaryAttack()

end
function SWEP:CanSecondaryAttack()
if self.Owner:Team() == TEAM_UNDEAD then self.Owner:PrintMessage(HUD_PRINTCENTER, “Great Job!”) self.Owner:Kill() return false end
if self.Owner:GetNetworkedBool(“IsHolding”) then return false end

return self:GetNextSecondaryFire() &lt;= CurTime()

end

function SWEP:PrimaryAttack()
if self:CanSecondaryAttack() then
self:SetNextPrimaryFire(CurTime() + self.Primary.Delay)
self.Owner:SetAnimation(PLAYER_ATTACK1)
self.Owner:ViewPunch( Angle( math.random(-0.5,0.5), math.random(-0.5,0.5), 0 ) )
if CLIENT then return end

	local 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 = 2
	bullet.Damage = self.Primary.Damage
	bullet.HullSize = 1.75
	bullet.Callback = StabCallback
	self.Owner:FireBullets(bullet)
end

end
function SWEP:SecondaryAttack()
if self:CanSecondaryAttack() then
self:SetNextSecondaryFire(CurTime() + self.Secondary.Delay)
self:SetNextPrimaryFire(CurTime() + self.Secondary.Delay)
self:SetWeaponHoldType(“melee2”)
self.Owner:SetAnimation(PLAYER_ATTACK1)
self.Owner:EmitSound(“weapons/arch_chainsaw/chainsaw_die_01.wav”, 50, 100)
self.Owner:ViewPunch( Angle( -10, 0, 0 ) )
timer.Create( “setmeleetype”, 0.5, 1, function()
self:SetWeaponHoldType(“physgun”)
end)
timer.Create( “Down”, 0.1, 1, function()
self.Owner:ViewPunch( Angle( 10, 0, 0 ) )
end)
if CLIENT then return end

	local 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 = 2
	bullet.Damage = self.Secondary.Damage
	bullet.HullSize = 1.75
	bullet.Callback = SlashCallback
	self.Owner:FireBullets(bullet)
end

end
function SWEP:Holster()
timer.Destroy( “IdleSound” )
idlesound:Stop() – stops the sound
attacksound:Stop()
self.Owner:EmitSound(“weapons/arch_chainsaw/chainsaw_die_01.wav”)
self.Owner:StopSound(“weapons/arch_chainsaw/chainsaw_start_01”)
self.Owner:StopSound(“weapons/arch_chainsaw/chainsaw_start_02”)
return true
end
if CLIENT then

function SWEP:DrawWeaponSelection(x, y, wide, tall, alpha)
draw.SimpleText(self.PrintName, “HUDFontSmallAA”, x + wide * 0.5, y + tall * 0.5, COLOR_RED, TEXT_ALIGN_CENTER)
draw.SimpleText(self.PrintName, “HUDFontSmallAA”, XNameBlur2 + x + wide * 0.5, YNameBlur + y + tall * 0.5, color_blur1, TEXT_ALIGN_CENTER)
draw.SimpleText(self.PrintName, “HUDFontSmallAA”, XNameBlur + x + wide * 0.5, YNameBlur + y + tall * 0.5, color_blu1, TEXT_ALIGN_CENTER)
end

end


 tags, please!

You change the volume like this: attacksound:ChangeVolume(0.5)
If I remember correctly, the range is 0-1, not 0-100. I might be wrong.