Jump to content

Recommended Posts

Posted
4 minutes ago, evader said:

Hello to everyone!
(What about my trouble 😅)
.
1) I wanted to replace main menu OST with my own track. After '5exual dances' with Wwise I gave birth to a sound file 496000234.wem with my track.
.
2) I use UnrealPak-With-Compression.bat for paking my new sound into new PAK-file.
image.jpeg.5f9d8f3594020e4fdbe615c86218fd05.jpeg

.
3) FModel see my new PAK correctly.
image.thumb.jpeg.7bd09cac45a2de337e5a3a49ca64ed0f.jpeg

(But I don't know why there are two same files)
.
4) I copied my PAK-file into ~mods folder. 
image.jpeg.b92f6746499275bfc61f241934affd1a.jpeg
.

5) I start the game, but the original music is playing in menu.
.
Question: What I did wrong? 😀

 

The correct audio path for your file is OblivionRemastered/Content/WwiseAudio/Media, not Music/special.

Do not use the original folder paths from Oblivion, the Unreal Engine uses its own specific paths to read audio.

  • Thanks 1
Posted (edited)
10 minutes ago, Noobatron22 said:

 

The correct audio path for your file is OblivionRemastered/Content/WwiseAudio/Media, not Music/special.

Do not use the original folder paths from Oblivion, the Unreal Engine uses its own specific paths to read audio.

"It's alive! IT'S ALIVE!!!"
Thank You sir! Very great THANKS! 🤩

PS: Now mybody is running on Udio to create new melodies.

Edited by evader
Posted

FYI, during the game's Arena fights (at the end of a victory) numerous times the announcers voice lines stop abruptly. 

I have no mods that interfere with it, found it interesting that the games own code could also disrupt it's own sound files.

Posted
39 minutes ago, WestTek said:

FYI, during the game's Arena fights (at the end of a victory) numerous times the announcers voice lines stop abruptly. 

I have no mods that interfere with it, found it interesting that the games own code could also disrupt it's own sound files.

Could be an engine or soundbank related bug exclusive to the Unreal Engine, can't really say for sure without testing with a clean modless save.

Posted

This is a crash course to generating replacement sound banks to ensure that what you want played (and looped) is correctly being played in game.

First off you need to head to the sound bank layout.

soundbank.png.06a492c75a6712883cdd2a5e14f52ef4.png

Then when you have the sound bank layout open you create a new user sound bank based off of the one you want to replace in my case, mudcrabs.

howto.thumb.png.b183501546b6f495e8988a1f919f2249.png

From there once it's created you want to double click your sound bank.soundbanks.thumb.png.adcdd531c76bbd99927e93b08d8be4a8.png

Then from there you want to drag any files you want to be in that sound bank and in my case for the aware mudcrab sounds, I dragged two into it.dragaudiotothis.thumb.png.0f782b7498b866fba8811986c951a795.png

From there you pack it like this.wheretostorethebnks.png.6d13153f377f16b7a6ddca37ebc84707.pngwems.png.41b22463fcb54645d0b9cc853fd81e90.png

 

  • 100% 1
Posted
43 minutes ago, Tyrael75 said:

This is a crash course to generating replacement sound banks to ensure that what you want played (and looped) is correctly being played in game.

First off you need to head to the sound banks editor.soundbankmanager.thumb.png.d44cfd93af46bac11025fba85d1d51e4.png

Then when you have the sound bank editor open you create a new user sound bank based off of the one you want to replace in my case, mudcrabs.howto.thumb.png.b183501546b6f495e8988a1f919f2249.png

From there once it's created you want to double click your sound bank.soundbanks.thumb.png.adcdd531c76bbd99927e93b08d8be4a8.png

Then from there you want to drag any files you want to be in that sound bank and in my case for the aware mudcrab sounds, I dragged two into it.dragaudiotothis.thumb.png.0f782b7498b866fba8811986c951a795.png

From there you pack it like this.wheretostorethebnks.png.6d13153f377f16b7a6ddca37ebc84707.pngwems.png.41b22463fcb54645d0b9cc853fd81e90.png

 

Appreciate the information, this one had me stumped for awhile.

 

Will test immediately and see if this resolves the music issue.

Posted
8 minutes ago, Noobatron22 said:

Appreciate the information, this one had me stumped for awhile.

 

Will test immediately and see if this resolves the music issue.

I hung around a mudcrab and it looped the audio I wanted it do during idle, although for some reason it looped an aware line and none of the death sounds play, which could be a me problem and the wems might need to be packed differently in order to separate files, it could also be required to pack individual sections of audio as their own paks.

Posted (edited)
1 hour ago, Tyrael75 said:

I hung around a mudcrab and it looped the audio I wanted it do during idle, although for some reason it looped an aware line and none of the death sounds play, which could be a me problem and the wems might need to be packed differently in order to separate files, it could also be required to pack individual sections of audio as their own paks.

That could be tied to events that need to be set; but my experience with Wwise is very limited to say for certain. Perhaps you could compare the .XML data with the .bnk you've created to see which data is missing (use Wwiser on the original .bnk file to retrieve)

 

EDIT: Definitely appears to be the case on my end when it comes to triggering music just from looking at the .XML data, will figure out what does what here.

Edited by Noobatron22
Posted
1 hour ago, Noobatron22 said:

That could be tied to events that need to be set; but my experience with Wwise is very limited to say for certain. Perhaps you could compare the .XML data with the .bnk you've created to see which data is missing (use Wwiser on the original .bnk file to retrieve)

Might have also just solved that too, will see. Starting to think that the mudcrabs death sounds and aware sounds don't actually play nor the pain sounds, i should test this on a fresh character though.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...