Where are the jihad sound files in my server?

Hello. I am trying to make a code I found work:


-- Simple lua script written by The Merky Shadow, feel free to edit it! :D --
 
if SERVER then
   AddCSLuaFile( "shared.lua" );
resource.AddFile("sound/siege/jihad.mp3");
resource.AddFile("sound/siege/jihad2.mp3");
resource.AddFile("sound/siege/jihad3.mp3");
resource.AddFile("sound/siege/jihad5.mp3");
resource.AddFile("sound/siege/jihad6.mp3");
end
 
SWEP.HoldType                   = "slam"
 
if CLIENT then
   SWEP.PrintName                       = "Jihad"
   SWEP.Slot                            = 7
 
   SWEP.EquipMenuData = {
      type  = "item_weapon",
      name  = "Jihad Bomb",
      desc = "Left click goes boom!
And plays random jihad sounds!"
   };
 
   SWEP.Icon = "VGUI/ttt/icon_c4"
end
 resource.AddFile("VGUI/ttt/icon_c4")
 
 
SWEP.Base = "weapon_tttbase"
 
SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_TRAITOR}
SWEP.WeaponID = AMMO_C4
 
SWEP.ViewModel  = Model("models/weapons/v_c4.mdl")
SWEP.WorldModel = Model("models/weapons/w_c4.mdl")
resource.AddFile("models/weapons/v_c4.mdl")
resource.AddFile("models/weapons/w_c4.mdl")
 
 
SWEP.DrawCrosshair          = false
SWEP.ViewModelFlip          = false
SWEP.Primary.ClipSize       = -1
SWEP.Primary.DefaultClip    = -1
SWEP.Primary.Automatic      = false
SWEP.Primary.Ammo           = "none"
SWEP.Primary.Delay          = 5.0
 
SWEP.Secondary.ClipSize     = -1
SWEP.Secondary.DefaultClip  = -1
SWEP.Secondary.Automatic    = false
SWEP.Secondary.Ammo         = "none"
 
SWEP.NoSights               = true
 
 
 
function SWEP:Reload()
end  
 
function SWEP:Initialize()
end
 
 
function SWEP:Think()  
end
 
 
 
function SWEP:PrimaryAttack()
  self.Weapon:SetNextPrimaryFire(CurTime() + 2)    
 
  local effectdata = EffectData()
  effectdata:SetOrigin( self.Owner:GetPos() )
  effectdata:SetNormal( self.Owner:GetPos() )
  effectdata:SetMagnitude( 8 )
  effectdata:SetScale( 1 )
  effectdata:SetRadius( 76 )
  util.Effect( "Sparks", effectdata )
  self.BaseClass.ShootEffects( self )
       
  -- The rest is only done on the server
  if (SERVER) then
    timer.Simple(2, function() self:Asplode() end )
  end
 
        local result = math.random(1, 5)
        if result == 1 then
        util.PrecacheSound( "siege/jihad.mp3" )
        JihadSound = Sound("siege/jihad.mp3")
        end
 
        if result == 2 then
        util.PrecacheSound( "siege/jihad2.mp3" )
        JihadSound = Sound("siege/jihad2.mp3")
        end
 
        if result == 3 then
        util.PrecacheSound( "siege/jihad3.mp3" )
        JihadSound = Sound("siege/jihad3.mp3")
        end
 
        if result == 4 then
        util.PrecacheSound( "siege/jihad5.mp3" )
        JihadSound = Sound("siege/jihad5.mp3")
        end
 
        if result == 5 then
        util.PrecacheSound( "siege/jihad6.mp3" )
        JihadSound = Sound("siege/jihad6.mp3")
        end
 
    self.Weapon:EmitSound( JihadSound )
end
 
 
function SWEP:Asplode()
  local k, v
           
  local ent = ents.Create( "env_explosion" )
  ent:SetPos( self.Owner:GetPos() )
  ent:SetOwner( self.Owner )
  ent:SetKeyValue( "iMagnitude", "525" )
  ent:Spawn()
  ent:Fire( "Explode", 0, 0 )
  self:Remove()
end
 
 
 
function SWEP:SecondaryAttack()
  self.Weapon:SetNextSecondaryFire( CurTime() + 1 )
  local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )
  self.Weapon:EmitSound( TauntSound )
end
 
function SWEP:OnDrop()
        self.Remove()
end

Now, this works, the sound works properly too. But it is only the base “lalala” sound which comes with every jihad bomb instead of a selection of five different ones. When i put extra sound files into the directory I made, they do not play and the console remarks about how it can’t find them. So therefore I can’t find the directory of /siege/. I’ve tried making my own in /garrysmod/sound/siege but it didn’t work, the sound still stays the same, even if i put a file in it which is named jihad.wav but isn’t the “lalala” sound. I even tried adding /garrysmod/ on the front of the resource.AddFile path-names. Still nothing happened and the “lalala” sound played.

Now, keep in mind that the “lalala” sound worked before I created /garrysmod/sound/siege/ folder and put sounds in there, which means there can only be somewhere else the sound could be, but I can’t find it, can I please have help?

If it helps, my server provider is Wombat Servers.

Might be because you put in “jihad.wav” while the game is looking for “jihad.mp3”.

the code i posted is the source code which i modified for my server, here is my current code:


if SERVER then
   AddCSLuaFile( "shared.lua" );
resource.AddFile("sound/siege/jihad.wav");
resource.AddFile("sound/siege/raise.wav");
resource.AddFile("sound/siege/triple.wav");
resource.AddFile("sound/siege/run.wav");
resource.AddFile("sound/siege/tourettes.wav");
resource.AddFile("sound/siege/big_explosion.wav");
end
 
SWEP.HoldType                   = "slam"
 
if CLIENT then
   SWEP.PrintName                       = "Jihad Bomb"
   SWEP.Slot                            = 7
 
   SWEP.EquipMenuData = {
      type  = "item_weapon",
      name  = "Jihad Bomb",
      desc = "Left click goes boom! :D"
   };
 
   SWEP.Icon = "VGUI/ttt/icon_c4"
end
 resource.AddFile("VGUI/ttt/icon_c4")
 
 
SWEP.Base = "weapon_tttbase"
 
SWEP.Kind = WEAPON_EQUIP
SWEP.CanBuy = {ROLE_TRAITOR}
SWEP.WeaponID = AMMO_C4
 
SWEP.ViewModel  = Model("models/weapons/v_c4.mdl")
SWEP.WorldModel = Model("models/weapons/w_c4.mdl")
resource.AddFile("models/weapons/v_c4.mdl")
resource.AddFile("models/weapons/w_c4.mdl")
 
 
SWEP.DrawCrosshair          = false
SWEP.ViewModelFlip          = false
SWEP.Primary.ClipSize       = -1
SWEP.Primary.DefaultClip    = -1
SWEP.Primary.Automatic      = false
SWEP.Primary.Ammo           = "none"
SWEP.Primary.Delay          = 5.0
 
SWEP.Secondary.ClipSize     = -1
SWEP.Secondary.DefaultClip  = -1
SWEP.Secondary.Automatic    = false
SWEP.Secondary.Ammo         = "none"
 
SWEP.NoSights               = true
 
 
 
function SWEP:Reload()
end  
 
function SWEP:Initialize()
end
 
 
function SWEP:Think()  
end
 
 
 
function SWEP:PrimaryAttack()
  self.Weapon:SetNextPrimaryFire(CurTime() + 2)    
 
  local effectdata = EffectData()
  effectdata:SetOrigin( self.Owner:GetPos() )
  effectdata:SetNormal( self.Owner:GetPos() )
  effectdata:SetMagnitude( 8 )
  effectdata:SetScale( 1 )
  effectdata:SetRadius( 76 )
  util.Effect( "Sparks", effectdata )
  self.BaseClass.ShootEffects( self )
       
  -- The rest is only done on the server
  if (SERVER) then
    timer.Simple(2, function() self:Asplode() end )
  end
 
        local result = math.random(1, 5)
        if result == 1 then
        util.PrecacheSound( "sound/siege/jihad.wav" )
        JihadSound = Sound("sound/siege/jihad.wav")
        end
 
        if result == 2 then
        util.PrecacheSound( "sound/siege/raise.wav" )
        JihadSound = Sound("sound/siege/raise.wav")
        end
 
        if result == 3 then
        util.PrecacheSound( "sound/siege/triple.wav" )
        JihadSound = Sound("sound/siege/triple.wav")
        end
 
        if result == 4 then
        util.PrecacheSound( "sound/siege/run.wav" )
        JihadSound = Sound("sound/siege/run.wav")
        end
 
        if result == 5 then
        util.PrecacheSound( "sound/siege/tourettes.wav" )
        JihadSound = Sound("sound/siege/tourettes.wav")
        end
 
    self.Weapon:EmitSound( JihadSound )
end
 
 
function SWEP:Asplode()
  local k, v
           
  local ent = ents.Create( "env_explosion" )
  ent:SetPos( self.Owner:GetPos() )
  ent:SetOwner( self.Owner )
  ent:SetKeyValue( "iMagnitude", "525" )
  ent:Spawn()
  ent:Fire( "Explode", 0, 0 )
  ent:EmitSound( "sound/siege/big_explosion.wav", 500, 500 )
  self:Remove()
end
 
 
 
function SWEP:SecondaryAttack()
  self.Weapon:SetNextSecondaryFire( CurTime() + 1 )
  local TauntSound = Sound( "vo/npc/male01/overhere01.wav" )
  self.Weapon:EmitSound( TauntSound )
end
 
function SWEP:OnDrop()
        self.Remove()
end

First things first… Wombat Servers is a joke. Ditch them.

Second things second… Put your sounds in a table.

Third things third… Don’t ever code like that again.


if (SERVER) then
    timer.Simple(2, function() self:Asplode() end )
  end
 
        local result = math.random(1, 5)
        if result == 1 then
        util.PrecacheSound( ="string">"sound/siege/jihad.wav" )
        JihadSound = Sound("sound/siege/jihad.wav")
        end
 
        if result ="keyword operator">== 2 then
        function">util.PrecacheSound( "sound/siege/raise.wav" )
        JihadSound = Sound("sound/siege/raise.wav")
        end
 
        if result ="keyword operator">== 3 then
        util.PrecacheSound( "sound/siege/triple.wav" )
        JihadSound = Sound("sound/siege/triple.wav")
        end
 
        if result == 4 then
        util.PrecacheSound( "sound/siege/run.wav" )
        JihadSound = Sound("sound/siege/run.wav")
        end
 
        if result == 5 then
        ="keyword operator">="support function">util.PrecacheSound( "sound/siege/tourettes.wav" )
        JihadSound = Sound(="string">"sound/siege/tourettes.wav")
        end
 
    self.Weapon:EmitSound( JihadSound )
end

Finally can you please give me a better description of what you’re trying to achieve. Are you saying you want a random sound to play each time someone uses one? Or do you want the sound to be user toggleable? I have a user toggleable back in my old SGN code bin that I could tidy up and share.

I’m trying to make a code that will play a different sound randomly every time a user uses the jihad bomb. However that isn’t QUITE my problem. As the sounds never play in the first place, and instead plays the normal jihad sound instead. I have a feeling I’m not putting the sounds in the right place, but I don’t have any other ideas as to where I COULD put them.

Add me on steam. I’ll write ya something after the weekend.