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Darkest Dungeon - Workshop DD-Workshop
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Darkest Dungeon - Workshop DD-Workshop
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29 November, 2016
ActionJack 20 Apr, 2017 @ 9:52pm
FMOD
Hmm.. did some of the GUID in the audio framework in the example got changed?

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Showing 1-8 of 8 comments
redhookjohn 22 Apr, 2017 @ 10:24am 
We haven't pushed any changes to the game since that exporter fix for the custom maps.

As for FMOD support. I know its currently possible to do it, as we put everything in and I know Keir did a sample mod to test and got it to work, but we know that it is also pretty easy to mess up and break things.

So I asked Keir to share with me the example mod he made to pass to you guys and hopefully you all can use it to help see what might be going wrong.

https://www.dropbox.com/sh/nwye35s1z8j3dql/AAAOkYLv7cEcU4OXLdT0uBB0a?dl=0

So in that dropbox folder there are 3 zips with the contents expanded for viewing. First is the Audio Resource Package that you need to use with FMOD. BE SURE TO READ THE README first.

Second there is a Colours2 mod, and a ZZZ mod. The ZZZ mod is the data side of an FMOD mod. And Colours2 is the ZZZ mod put into the Colours2 mod.

Again I couldn't have Keir, Pierre or Kevin (from PowerupAudio) to look into it right now to help make the process easier or make better documentation as they are all busy with CC work.

So hopefully these files can help you all at least start looking into it more, and if you can help us make better documentation we will include it on the official Steam Workshop Guide as well as when we get time make any improvements that you discover.
ActionJack 22 Apr, 2017 @ 10:45am 
Oh, those are already included in the original example.

So in doing lots testing... I was able to make a new bank and call it into the game.
But I hope more to reuse some of the asset by using their GUID.
However, the tricky thing I found is that it sometime work... sometime not. And can't say for sure why that is so yet.



redhookjohn 22 Apr, 2017 @ 11:07am 
Originally posted by ActionJack:
Oh, those are already included in the original example.

So in doing lots testing... I was able to make a new bank and call it into the game.
But I hope more to reuse some of the asset by using their GUID.
However, the tricky thing I found is that it sometime work... sometime not. And can't say for sure why that is so yet.

Oh I didn't think the Colours2 or the ZZZ mod examples were already included my bad.
ActionJack 22 Apr, 2017 @ 12:31pm 
Oh... ZZZ is in there, but not colours2. But this is lot nicer formated and more clear. Thanks.

(but still not sure why couldn't use same GUID)
Maester Silvio 23 Apr, 2017 @ 5:53pm 
This is still a very difficult method just to add even a sound or two. What I'm facing is the necessity to add hundreds of sounds to PBD (almost all of them duplicates of existing sounds), and modders do not even have access to the existing sounds. While a solution is not necessary in the short-term, this is something that sorely needs to be simplified for the long-term. CC work takes prioritization, but working with modders to find a simpler audio solution would be of great benefit to DD's modding community.
ActionJack 23 Apr, 2017 @ 5:56pm 
eureka
redhookjohn 24 Apr, 2017 @ 2:31pm 
Originally posted by ActionJack:
eureka
?
Arylice 1 Dec, 2018 @ 9:13am 
The link to the "Example Mod" doesn't work anymore... I'm so close to be able to add my own sounds to the game, but it doesn't work... I have my .bank file and everything set up, but the game won't play any of my custom sounds.bank? Please help... :steamsad:
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