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i understand now and i will try it
so for instance, for the gore sounds there should be a file called "WwiseDefaultBank_WW_Skin_Impacts.bnk" in the game's files. there's also a .txt file called "WwiseDefaultBank_WW_Skin_Impacts.txt", which lists the ID of the sounds in the .bnk file and what they correlate to. so if you have a sound file that's just a bunch of numbers, you can copy just the numbers and search for it in the txt file, and it'll tell you which event it's for.
it really is a tedious process and i've grown to hate WWise and games that use it because it makes modding so cumbersome. unfortunately i can't really provide any more help than that but i hope that's enough to answer your question and get you on the right track
im making soundmod and is struggle with reimport old sounds back into twi's wwise project
i wonder if i have to listen to every sound extracted from .bnk file and reimport them one by one or is there a faster way to recognize them or better method to reimport them ?
im currently making some impact and gore sounds but cant seem to find a way to identity them which sound sfx for which event , and the events are using more than one objects which makes it harder
i already used sdk to listen some events sounds but it still not enough to identify every sound
the blood effects, like... they are "3d" and a little weird... there is some way that I can change it and play with the "early access" blood effects? doesn't have anything to do with sounds you know, but i'm really curious if that is possible