Audio Creation¶
Tip
It is recommended to read the Audio Playback Page before proceeding.
Warning
BGMs (or stuff inside .pck
are not supported yet), if you know how to edit these, reach out!
Requirements¶
- Everything mentioned in the Audio Playback Page
- WWise (ugh). Make an account, get the launcher, install Wwise. You only need the Authoring Package for Windows. Untick anything else.
- wwiseutil, used to edit
.bnk
Creating .wem
files¶
You will need .wav
files ahead of time.
Easy Method - sound2wem
Note: This method does not support inserting filename markers into .wem
s, which is sometimes required for lipsyncing (or animations) to work.
Get sound2wem. Specifically the zSound2wem.cmd
file. Put it next to the other utilities such as Wwiser.
Then simply run the following command:
This will convert your .wav
file to .wem
.
Other Method - Using Wwise directly (higher control)
This part uses Wwise directly in case you need more control over the .wem
output.
- On the left side (Project Explorer), Head to ShareSets Conversion Settings Default Work Unit Default Conversion Settings.
- Set the first row's Format to Vorbis. Make sure to tick Insert filename marker, this is used by the game for animations.
- Shift+I to bring up the Audio Importer
- Alternatively, head to Project Explorer again, Audio Interactive Music Hierarchy, Right-Click & Import Audio Files.
- From there, import any audio files.
- In Audio Interactive Music Hierarchy Default Work Unit, you should be able to see your files. From there you can edit some of the parameters such as volume if needed.
- Shift+C to convert the file.
- Head to Documents &
WWISE\WwiseProjects\<PROJECT NAME>\.cache\Windows\SFX\
. Wem files will be located there.
Locating which files to edit¶
If you did not generate .txtp
files for playback, it is highly recommended you do so first through Wwiser.
Open the target .txtp
file and inspect the first few lines - you should be able to find the wems that are used for a certain event.
For most part when looking at characters you'll be looking at the banks that end with _m.bnk
.
Editing .bnk
¶
- Open
wwiseutil
and the.bnk
file linked to audio you would like to edit. - Find
Id
column that matches. Hit Replace and select your.wem
file you created earlier. - Hit Save. Make sure to select
SoundBank file (*.bnk)
. - Bank is ready for the game.
Tip
You can also use FusionTools or RingingBloom for this process.
Credits to korone for establishing the first guide (Chinese).