Jump to content
You need to play a total of 5 battles to post in this section.
MedvedevTD

[Sound Mod Creator 2.1] Create Sound Mods

18 comments in this topic

Recommended Posts

Administrator
46 posts

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 6977 version of Wwise software by AUDIOKINETIC installed.

Spoiler

146bdc6186c41f6b3c27e58e76b0e219.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

 

image.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

Share this post


Link to post
Share on other sites
1,145
[FORCE]
Member
2,227 posts
11,808 battles

This is surprisingly easier than I thought. But I have an issue, I named my mod folder but it is blank in the game client. Is there a certain character I may not use as the mod folder's name? I named it Azur Lane (Zara)

Share this post


Link to post
Share on other sites
0
[INA]
Member
1 post
2,403 battles
On 10/10/2019 at 10:19 AM, Sir_Feather said:

This is surprisingly easier than I thought. But I have an issue, I named my mod folder but it is blank in the game client. Is there a certain character I may not use as the mod folder's name? I named it Azur Lane (Zara)

i don't think you could use parenthesis. most of the mods i downloaded has none, like for example HSF AkenoMashiro or AL Cleveland. Try deleting the parenthesis and see how it goes. i haven't tried modding it myself but it could be the reason

Share this post


Link to post
Share on other sites
1,145
[FORCE]
Member
2,227 posts
11,808 battles
6 hours ago, PositiveElectron said:

i don't think you could use parenthesis. most of the mods i downloaded has none, like for example HSF AkenoMashiro or AL Cleveland. Try deleting the parenthesis and see how it goes. i haven't tried modding it myself but it could be the reason

I tried like you said but it still did not work. But I found the solution few hours ago. We need to open the XML file (after we generate the mod), find <name><name> in the first row (scroll to right a bit), and type the mod name manually in between the 2 <name> (no space between mod name & <name>). The mod tool somehow leaves it blank by default.

This is the example:

123.thumb.jpg.0bdfb45a039b642a4b40060dc6b58242.jpg

Edit:

Other than that problem, the modding process is easier than you think.

Edited by Sir_Feather
  • Cool 1

Share this post


Link to post
Share on other sites
Member
1 post
4,394 battles

Hello there.

I'm creating a new set of gun sounds but I realized that the mod has a problem with player's ship and non-player's ship playing different sound.

 

Suppose Play_Ship_Weapon_MG_S_1_Shot, ..._2_Shot, ..._3_Shot, and ..._4_Shot (i.e. Light cruiser guns)

1. I set the mod to play different sounds according to the ships' nation.

Example : fire_US.wav only for US cruisers, and fire_JP.wav only for JP cruisers.

But if I'm using US cruisers in-game, every other light cruisers, no matter what nation they are, will always play fire_US.wav (that is supposed to be only for US cruisers).

2. I set the mod to play different sounds according to the state of player's camera (Zoomed in, Turret view, Free look view, etc.)

Example : fire_3p.wav for 3p view and fire_int.wav for zoomed_in view.

But in-game, the other light cruisers are also playing the fire_int.wav  when you are zoomed-in.

 

Simply speaking, what sound the other ships are playing are affected by the ship you are using and what you are currently doing.

I know the back in the very past, the mod has a flag called isPlayer that determines what sound will be playing if the ship is controlled by the player. However, I can only see it in the "Refactor" settings (?), and not as a flag.

 

Is it possible to fix the player/non-player problem, and can you re-implement the isPlayer flag into the mod?

Much appreciated.

Share this post


Link to post
Share on other sites
0
[IRN]
Member
1 post
3,142 battles

I'm very appreciate it since I can make my own sound mod now.

However, the discription of the events which is in the left side of the window is too simple, I'm not quite sure about what that mean.

It's tremendously confusing......

Can you explain those events' meanings? Thx a lot.

QQ截图20200322000016.jpg

Share this post


Link to post
Share on other sites
Administrator
209 posts
41 battles
On 3/21/2020 at 7:02 PM, Fantasque_68 said:

Can you explain those events' meanings? Thx a lot.

Hello, these points aren't defined yet, we'll do that in one of next updates.

Share this post


Link to post
Share on other sites
0
[PS-EF]
[PS-EF]
Member
3 posts
4,194 battles

I changed Moskva`s ship horn , but the ship horn has no sound in game.

Moskva`s ID might be: PRSC110 , because when i change PRSC110 , there`ll be no ship horn sound on Moskva , but other ships` are normal .

Could you give me some advice?  Thank you .

1872926825_likethis.thumb.png.45e7b32ae8a51efebb195552ca715cdb.png

Share this post


Link to post
Share on other sites
Administrator
209 posts
41 battles
On 4/17/2020 at 10:16 AM, _SnowolF_PoI_ said:

I changed Moskva`s ship horn , but the ship horn has no sound in game.

Moskva`s ID might be: PRSC110 , because when i change PRSC110 , there`ll be no ship horn sound on Moskva , but other ships` are normal .

Could you give me some advice?  Thank you .

Hi, unfortunately the ship horn modification doesn't work yet.

Share this post


Link to post
Share on other sites
0
[PS-EF]
[PS-EF]
Member
3 posts
4,194 battles
On 4/20/2020 at 9:50 PM, MatroseFuchs said:

Hi, unfortunately the ship horn modification doesn't work yet.

Thanks for your help.:cap_like:

Share this post


Link to post
Share on other sites
0
[DECHI]
Member
1 post
1,318 battles

HELLO

I want change gear sifting sound and ship engine noise , but no corresponding item found.

If  I'm just not aware, I would appreciate it if you could tell me.

Share this post


Link to post
Share on other sites
Beta Tester
43 posts
9,171 battles

If I set the game account folder to G drive or later, I can not set up this app, what should I do?

Edited by MrK_Taikutsuotoko

Share this post


Link to post
Share on other sites
Administrator
209 posts
41 battles
4 hours ago, MrK_Taikutsuotoko said:

If I set the game account folder to G drive or later, I can not set up this app, what should I do?

Hi, please attach screenshot with your SoundModCreator settings.

Share this post


Link to post
Share on other sites
Administrator
209 posts
41 battles
On 9/18/2020 at 8:54 PM, MrK_Taikutsuotoko said:

This way.

You should use path to game folder like this: E:\Games\World_of_Warships\bin\<last number>

Share this post


Link to post
Share on other sites
Beta Tester
43 posts
9,171 battles

Non-WoWs game clients are also in the G drive, so it is not possible to change to the E drive. Can I get a modified version of this software?

Share this post


Link to post
Share on other sites

×