Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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
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.
Seriously, these are amazing mods, thank you so much -- Tripwire seems to be rather bi-polar when it comes to sound design.
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.
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.
keep[ shooting themselves in the foot
https://wiki.killingfloor2.com/index.php?title=Setting_WWise_Audio_Modding
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?
Great stuff!