Killing Floor 2

Killing Floor 2

Legacy Impact Mod (Early Access Impact Sounds)
44 Comments
吉祥物 25 May, 2023 @ 9:42am 
不是只有打到頭才有這個音效嗎,怎麼套用上去後連打中其他部位都是這個音效,如果可以改善就好了
sebul 25 Apr, 2023 @ 5:01am 
so good. thank you.
Bunslinger  [author] 16 Apr, 2022 @ 12:33am 
nah it's just a sound mod, only certain maps and mutators disable achievements
Shmook 15 Apr, 2022 @ 9:06pm 
Does this mod disable achievements?
¤ Dλmiλn ¤ 19 Jan, 2022 @ 5:32pm 
@Surprise They disabled the weapon sounds for the video.
nEC 28 Jun, 2021 @ 6:28pm 
Thankyou very much for replied and very detail explain
i understand now and i will try it
Bunslinger  [author] 28 Jun, 2021 @ 3:29pm 
oh yeah you absolutely have to listen to each sound extracted from a bnk file, i had to do that for the legacy weapon sounds. there *is* however a .txt file that helps determine which sounds are which events in WWise, it should be the same name as the .bnk file.

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
nEC 28 Jun, 2021 @ 2:31am 
Hi Bunslinger
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
Bunslinger  [author] 23 Jan, 2021 @ 4:09pm 
i'm not sure, it'd be really easy to get the files of course, but i'm not sure if they'd even still be usable at this point. they'd need some heavy editing and even then, it probably wouldn't work online at all, hence why the kf1 headshot effects mod uses the headshot effect DLC to integrate itself.
Scapegoat [na BFF] 23 Jan, 2021 @ 2:41pm 
I loved your "legacy" sounds mods and i use some of them, but like... there is one thing that I liked in old kf2 that is a little strange in the current one

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
Littlefoot 1 Nov, 2020 @ 11:16pm 
Much punchier and gives better feedback. Although it does result in some odd volume imbalance when used with weapons such as the MP7 and Glock 18c.
∆N7I 13 Jun, 2020 @ 8:55am 
i agree with failurefung, some of the hits are way too loud, especially when using the nail gun
kingbabyaki 21 Aug, 2019 @ 3:23am 
good
FailureFung 26 Jun, 2019 @ 12:47pm 
Hey, I've got a small request for your sound mod. Can you make a sound file that uses your quieter EA body shot sound and TW's current headshot sound. I would absolutely love to see that added in. Thanks!
Surprise 13 Jun, 2019 @ 1:07pm 
I dunno, seems like those new hit sounds interrupt the weapon sounds
sasuke100 30 May, 2019 @ 2:58am 
Can you show us the video of 3 requested? That way we know which one we like.
714d 29 May, 2019 @ 10:58pm 
I can’t remember when it changed. Before it sounded like they hit on your flesh. Now I think it sounds the same even you have armor on or you don’t. Can’t really tell the difference. :/
Bob Ross 29 May, 2019 @ 10:05pm 
Thank you, I like this mode so much:steamhappy:
Bunslinger  [author] 29 May, 2019 @ 2:51pm 
Was that changed at some point? All I know is that around the first or second Christmas update they added a sound for if you get hit while wearing armor.
714d 29 May, 2019 @ 2:41pm 
Please bring back the old sound when you get hit.
Bunslinger  [author] 29 May, 2019 @ 2:13pm 
There's 2, the first one is Chroma Key, a workshop map I use for recording because it's blank: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1559879733

The 2nd one is Steam Fortress, the new map in the upcoming Back & Kickin' Brass Summer Sideshow update. I'm on it since I'm opted into the beta.
ash 29 May, 2019 @ 1:57pm 
Hey, what's the map in the mod showcase video? It looks very cool!
Mikan 29 May, 2019 @ 11:24am 
You are a God and I would actually fuck you.
Seriously, these are amazing mods, thank you so much -- Tripwire seems to be rather bi-polar when it comes to sound design.
Rom@n DeaD™ 29 May, 2019 @ 9:04am 
Thank you! :cozybethesda:
Lunarian Jester 29 May, 2019 @ 1:18am 
oh please, if you can, see if you can restore the early access grenade sounds. The Incinerate and Detonate update had really good demo grenade (Dynamite stick) sounds which i dearly miss to this day.

And thank you for making this impact mod. With all the noise of 6 players and above, music and explosions, yes its hard to hear those connecting hits. Will be installing this. Cheers mate.
Bunslinger  [author] 27 May, 2019 @ 3:13pm 
Early animations would be incompatible online, so unfortunately I doubt that.

But, I'm balancing the audio for the EA Commando rifles right now, so expect those sometime soon.

The EA 9mm sound is gonna be a little later, while doing the old Commando rifles I didn't do the 9mm since I personally am fine with the current one.
simpelsat 27 May, 2019 @ 12:17pm 
just wondering but could a mod that restores the early guns sound be done and maybe one that restores early animations?
Crimson 27 May, 2019 @ 2:28am 
please make a new headshot sound and old bodyshot sound version
brg 26 May, 2019 @ 6:06pm 
NI-CO-LAS
reed 26 May, 2019 @ 5:54pm 
TWI done goof:steamfacepalm:
keep[ shooting themselves in the foot:serioussam:
snap into a slim jim 26 May, 2019 @ 2:05pm 
Very interesting! Thanks for bringing this mod to life.
Atoms 26 May, 2019 @ 9:15am 
How did you even find these?
Jun 26 May, 2019 @ 7:37am 
Thank you very much for this.
Saocao 26 May, 2019 @ 2:55am 
Perhaps this can be added as an option ingame for those who wish to hear it
ShikuTeshi 26 May, 2019 @ 2:13am 
Looking at this, it kinda makes me want to have hit marker sounds that I remember when I played Modern Warfare 2.
The Law 25 May, 2019 @ 4:43pm 
Thank you VERY much for bringing these back. I missed them a lot. :EvilGrin::Fistofdosh:
Jelleh95 25 May, 2019 @ 1:51pm 
I'd say the sounds could be just a teensy bit quieter. Not as quiet as the default ones, but not quite as loud as they are currently. I think it would allow the firing sounds of the guns to be heard a bit better while still allowing them to be enhanced by the impact sounds.
Bunslinger  [author] 25 May, 2019 @ 1:30pm 
They're "too loud" because I made them louder to stand out more over the action of the game, actual default volume would be about 2 decibels quieter. I could make that version if there was enough demand for it.
h13.Bishop 25 May, 2019 @ 9:07am 
Cool, but too loud. I understand why they changed them.
Jelleh95 25 May, 2019 @ 4:14am 
Oh whoops, I totally missed the "making every other impact sound louder" part of the description. My bad.
Bunslinger  [author] 24 May, 2019 @ 1:32pm 
Around the Christmas Update last year, one of TWI's audio workers released this tutorial on audio modding, I followed this to get started (since it doesn't tell you how to replace sounds directly, you just kinda need to gleam that from this), but regardless it's a good place to start:

https://wiki.killingfloor2.com/index.php?title=Setting_WWise_Audio_Modding
Jelleh95 24 May, 2019 @ 11:54am 
Also, I'm kinda interested in trying to make some audio mods of my own for KF2. Are there any good tutorials or something of the likes you could steer me toward?
Jelleh95 24 May, 2019 @ 11:53am 
Thank you SO MUCH for this. I always felt KF2 lost some of its viscerality sometime around the Demo/Firebug update, and I suspected it had something to do with the way the impact sounds were mixed.

I didn't notice much of a difference with Melee weapons, though. I think maybe the impact sounds were a bit louder, but that's about it. Perhaps layering some of these impact sounds on top of the existing impact sounds for blunt AND bladed melee could give melee gameplay some much needed punch?
Lord Blundernaut 24 May, 2019 @ 6:45am 
This gives going full auto into a horde a really nice crunch to it :steammocking:

Great stuff!