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[Sound Mod Creator 2.1] Create Sound Mods

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Hello,

Sound Mod Creator is designed to modify sound and effects in World of Warships game.
You can replace any game sounds with your own or turn them off.


Before using Sound Mod Creator, make sure you have 2019.2.1.7250 version of Wwise software by AUDIOKINETIC installed.

Spoiler

image.png.01416a21ed1b3488f98417fb776f8149.pngimage.png.b72ae32d820d3ec673e63efeac438c1c.png


Download the archive and unpack it in a place convenient for you

Before using the program, it’s better to read short instruction

1. Preparing to get started.

Spoiler

1.1 For correct operation of the software, it must be pre-configured.
To do this, go to the "Options" menu item → "Settings"

Next, you must specify the path to the folder with the game, WWISE folder, WWISE project and and the path to the file mod.xml

  • Directory with the game: specify the path to the game client WorldOfWarships
  • WWise directory: by default, the program is installed in the Directory C:/Program Files (x86)/Audiokinetic/Wwise 2019.1.1.6977/Authoring/x64/Release/bin
  • Project file WWise: the archive has a directory with the project SoundModCreator_v2.0.0/res/wows_conversion_project19_Only_Windows/conv_19_WIN.wproj
  • Mod.xml path: the archive has a directory with a special file SoundModCreator_v2.0.0/res/mod_data/res/banks/mod.xml

60397b331e20e22909a9c29942e6af3c.png

 

 

 

 

 

2. Creating a modification

Spoiler

2.1 To create a modification, you need to configure the application.
If the application is configured, select "File" → "New Project".
Next, select working folder and name of the mod.

Note: the "Copy Files" option copies all audio files to the project's working folder. 
We recommend to turn it on.


2.2 After creating a new project, on the left side of the screen the application will show the game events available for modification

43924aef5ae249ce08e7e078d7d387ec.png

For sound modification of an event, click on it with the left mouse button.
For quick navigation through the events, you can search by name by clicking RMB on the event list.


2.3 After selecting the event, the sounds of which you are going to modify, you can start editing it.
In the central part of the screen, there is the working area of the so-called "chains" of conditions (clarifications), 
when this or that sound will be played.
The initial clarification is called "Default (*)", this condition is always satisfied. 
However, you can add other clarifications, for example a specific name of the ship.
Let's study “The Battle Begins!" event.
We will modify it so that on Graf Zeppelin ship for example, some hymn will be played instead of "The Battle Begins!"


2.4 To do this, you need to add a clarification - Ship Name, and find Graf Zeppelin ship in it.
Pressing ">>" button will show the conditions available for this event.
Next, it is necessary to choose at least one clarification for modification in each column.
Select the desired chain and add it to modification by clicking "Add Path" button.


2.5 Suppose that, in addition to Graf Zeppelin, we have decided to add our sounds of the beginning of the battle to Bismark and Tirpitz ships.
Find them by search and add with the ctrl button both at once.
Next, like in the previous article add the chain and the path.

3. Working with files and generating a mod

Spoiler

3.1 To add your audio files, select the desired chain and click on "..." button.
You will get to the file selection window for this chain.
Files can be added here either by dragging with the mouse or by using the "Select Files" button.
After selecting the files, click OK and you will see the files added to the path datasheet.
Supported formats are*.mp3 and * .wav

3.2 After adding files, this event is marked as modified (white color).
Let's proceed to mod generation.
Select "File" → "Generate the mod".
We will get to the mod generation window.

3.3 In the mod generation window, there is WWISE debugging information output and the bootstrap line of modification creation process.
To generate the mod, you need to click the "Generate" button.
Your audio files are automatically generated in a format supported by the game - * .wem and a configuration file for the modification will be created.
To avoid errors and malfunction of the game, the configuration file is not recommended to be edited directly.
Sound Mod Creator was designed for creating and editing modifications.
After the generation, the path where the modification is located will be displayed.
By default, completed modifications are copied to the res_mods folder.

Done! Your mod is available for use. Do not forget to select it in the game settings.

 

UPD 27.03.2020

The program has been updated to version 2.1

Program changes:

  • fixed bug loading previously created projects

 

UPD 02.12.2021

The program has been updated to version 2.1.1

Program changes:

  • updated Wwise project for version 7250
  • Cool 3

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[AYAME]
Modder
189 posts
1,490 battles

Hi, @MedvedevTD
Can you tell us how to change gun sounds?

There seem to be many gun sounds event names.
(Ship_Weapon_MG_L_1_Shot, Ship_Weapon_MG_XS_1_Shot, ...etc)

But we don't know which event name is what weapon sound.
Please let us know the event names of the following weapon sounds.

Main gun
Secondary gun
AA gun
Torpedo gun

  • Cool 1

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Beta Testers, In AlfaTesters
627 posts
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On 10/16/2019 at 7:42 AM, ROKA_na said:

Hi, @MedvedevTD
Can you tell us how to change gun sounds?

There seem to be many gun sounds event names.
(Ship_Weapon_MG_L_1_Shot, Ship_Weapon_MG_XS_1_Shot, ...etc)

But we don't know which event name is what weapon sound.
Please let us know the event names of the following weapon sounds.

Main gun
Secondary gun
AA gun
Torpedo gun

I would love to see this done as well, it would bring back my old gun sound mod

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Members
12 posts
7,782 battles

Hey for the quick commands section, where is the section to select what line plays for what specific command in the 2.0 Version like there was in the old sound mod program? So far I cannot find it.

Qucik Commands Where..PNG

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Beta Testers, In AlfaTesters
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Will this work for gun sound mods also???

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Beta Testers, In AlfaTesters
627 posts
10,028 battles

Does anybody have version 6977, cant seem to find it anywhere???

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Modder, In AlfaTesters, Beta Testers
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Quick question where are the tags for Consumable sounds like "spotter plane launched" ect

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Developers
729 posts
25 battles
On 2/27/2021 at 1:53 AM, Maple_Chan_ said:

Quick question where are the tags for Consumable sounds like "spotter plane launched" ect

You can find them here:

Spoiler

image.png

 

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Modder, In AlfaTesters, Beta Testers
80 posts
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What about the quick commands like concentrate fire on target 

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[-NACL]
Beta Testers
24 posts
8,032 battles

Hello, new modder here. 

I've been working with the Sound Mod Creator this week, and I did get everything working, mostly. I used the oldest version of Wwise, (2019.1.6.7110) i could get, and it seems to generate audio files fine. I can generate a mod that works in game, but I am having the same issue as described in other posts, where the PVE commands path is not selectable. The Option should appear below the vehicle type, as you can see in the screen shots below, there's nothing there.

image.thumb.png.30f949c5d1e0b9f7d792fd1738741957.png

I'm assuming the paths are derived from the Mod.xml path that's in the settings, and in this screenshot i am using the latest version of the game, as of Jan 14th 2022. I also tried using the XML that was packed in the Archive, but that didn't make any difference.

image.thumb.png.0d29b281d215c531bcec0d8788142276.png

Any ideas, or help would be appreciated.

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Beta Testers
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Actually, I seem to have worked around the issue accidentally. I was trying to replace the existing sound files with updated ones, and in the process of that, I tried using the "update mod" option on my save file. I selected the XML from from the latest version of the game, and then after it loaded, I can now see the PVE Messages option.

image.thumb.png.159161ada6ba246a332753a4f4943023.png

image.thumb.png.d66eeac23b6fe748ad5d326ccb3e5353.png

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