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DragonTM_EU

Sound Mod Creator v 0.2.4

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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 5995 version of Wwise software by 
AUDIOKINETIC installed.

Download the archive and unpack it in a place convenient for you. 
The l reference link:
36961917e5ed2c4d3acd5399fbcac02d.png 

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


1. Preparing to get started.

1.1 For correct operation of the software, it must be pre-configured.

To do this, go to the "Options" menu item → "Settings"

34486f522425d6d230107f228d15e3bd.png

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


1.2 The path to the folder with the game can look like this:

5867df5a199bfa1986fa74123edec0ba.png

If the path is correct the caption "Configuration file not found!" will disappear


1.3 The path to the WWISE folder should look like this:

673f6f85e4a707724f1f14e276252914.png

If the path is correct the caption "Cannot find wwise-cli!" will disappear

Make sure that WWISE version is the following: 2016.2.1.5995


1.4 The path to the WWISE project file should look like this:

61517127dc2e051f85347198e8006d82.png

If the path is correct the caption "WWISE project file is not selected!" will disappear


2. Creating a modification

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.

e218857a8a515c0694db0723091e8038.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

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.


Patchnotes:

Ability to modify such SFX events as:
●    MainGun Shoot
●    Horn  (Play_SHIPHORN)
●    Sound of navigating the interface buttons and clicking on it  (Play_Over, Play_Click)
●    and others (under «SFX» tab)
Ability to modify Loop events, such as:
●    Torpedo alarm (Play_Torpedo_Alarm)
●     Play Collision Warning Beep
●    and others (under “Loop” tab
Updated search bar (search results don’t depend on the register)
Ability to restore the project from the backup copy. (File - Restore the project) 
Added the separate panel for language shift
Minor issues fixed  

 

Note:

There is an additional item "Mod.xml path" in the program settings. In this section, you need to select the file "mod.xml", which should be in the folder World_of_Warships/res/banks/mod.xml. If you accidentally deleted this file, you can find the actual version in the attached file

mod.zip

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[RONIN]
Modder
72 posts
13,629 battles

I had all ready installed wwise (newer version) so i went straight to try to make a mod but your app was crashing constantly.

Uninstalled the wwise and installed the 5995.

It worked! Thank you! :Smile_honoring:

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Players
4 posts
1 battles

Hi , DragonTM_EU. Could you record a very short guide video for demonstration?

For example, add 1 voice to "auto pilot(begin)". I wanna check where I do it wrong.

I spend 6 hours to do some test according to your content guide step by step , but it didn't work.

I chose the voice mod in sound settings , but only the original game voice appear.  :cap_wander:

Spoiler

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02.thumb.jpg.3b5d88663653797673a1dd0a6e4f91d4.jpg

 

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05.thumb.jpg.8bd9603ad6b0c7d08dfbd60e95f3dd60.jpg

 

06.thumb.jpg.34664cbce83b22b91df19159496d32f1.jpg

 

 

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Modder, Supertester
1,235 posts
8,103 battles
On 21/03/2018 at 6:25 PM, TaihoChanSuki_RPH70 said:

Hi , DragonTM_EU. Could you record a very short guide video for demonstration?

For example, add 1 voice to "auto pilot(begin)". I wanna check where I do it wrong.

I spend 6 hours to do some test according to your content guide step by step , but it didn't work.

I chose the voice mod in sound settings , but only the original game voice appear.  :cap_wander:

  Reveal hidden contents

01.thumb.jpg.069b9138d3540e14066bb38390df29ab.jpg

 

02.thumb.jpg.3b5d88663653797673a1dd0a6e4f91d4.jpg

 

03.thumb.jpg.211f5da9145f714939f5c333621c6488.jpg

 

04.thumb.jpg.0a20376ee9733ba35d97353c98596804.jpg

 

05.thumb.jpg.8bd9603ad6b0c7d08dfbd60e95f3dd60.jpg

 

06.thumb.jpg.34664cbce83b22b91df19159496d32f1.jpg

 

 

 

Apperantly not all Events are moddable yet. I contacted him and already found out that modding the "Play_UI_Hits" SFX Events are simply not working and they also found a rare bug in the audio engine.

 

Best thing to do is write the author of this Mod a mail. You can find it somewhere in the program.

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[UTW]
Alpha Tester
1,947 posts
6,870 battles

I'm having troubles, I'm entering my game folder with normally no flaw, yet it still doesn't find my config file. 

unknown.png(I'm sure this is the correct path.)

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Administrator
77 posts
12 battles
On 31.03.2018 at 5:27 PM, Okitank said:

I'm having troubles, I'm entering my game folder with normally no flaw, yet it still doesn't find my config file. 

(I'm sure this is the correct path.)

Note:

There is an additional item "Mod.xml path" in the program settings. In this section, you need to select the file "mod.xml", which should be in the folder World_of_Warships/res/banks/mod.xml. If you accidentally deleted this file, you can find the actual version in the attached file

mod.zip

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[UTW]
Alpha Tester
1,947 posts
6,870 battles

Thanks! Now it worked! 

Another little precision if you can: does the base audio file have to be pre-converted to .wem before ? 
I tried using MP3 file, then WMA file, but still ended up with this error and the kurfurst not being able to play the specified sound

No_conversion_setting.png

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Modder, Supertester
1,235 posts
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40 minutes ago, Okitank said:

Thanks! Now it worked! 

Another little precision if you can: does the base audio file have to be pre-converted to .wem before ? 
I tried using MP3 file, then WMA file, but still ended up with this error and the kurfurst not being able to play the specified sound

No_conversion_setting.png

in the image you are using a wav file and not a mp3.

 

I never had problems with selecting a mp3 file.

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[UTW]
Alpha Tester
1,947 posts
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Well, I tried everything. Everytime I grab the mp3 file, it is read as .mp3.wav 
I tried converting with audacity in .mp3, then convert in .wav... Nothing worked. So I manually converted it with wwise, and this time it kinda worked, but the process was terribly complex for nothing. 
I wonder what am I doing wrong. :/ 
 

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[BAMBI]
[BAMBI]
Modder
71 posts
4,845 battles
On 4/3/2018 at 4:37 PM, Okitank said:

Well, I tried everything. Everytime I grab the mp3 file, it is read as .mp3.wav 
I tried converting with audacity in .mp3, then convert in .wav... Nothing worked. So I manually converted it with wwise, and this time it kinda worked, but the process was terribly complex for nothing. 
I wonder what am I doing wrong. :/ 
 

was your problem solved somehow?

i wanted to create another mod and get the ERROR 34, too

 

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Modder
3,481 posts
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Am 3.4.2018 um 16:37, Okitank sagte:

Well, I tried everything. Everytime I grab the mp3 file, it is read as .mp3.wav 
I tried converting with audacity in .mp3, then convert in .wav... Nothing worked. So I manually converted it with wwise, and this time it kinda worked, but the process was terribly complex for nothing. 
I wonder what am I doing wrong. :/ 
 

You have to select the right WWise project (conv.wproj) file located in the SMC folder, \SoundModCreator_v0.2.4c\res\wows_conversion_project16

SMC.JPG?width=971&height=676

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