> For the complete documentation index, see [llms.txt](https://mtgmodders.gitbook.io/etg-modding-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mtgmodders.gitbook.io/etg-modding-guide/sounds/using-custom-sounds-1.md).

# (OUTDATED) Using Custom Sounds

### Difficulty: 5/10 <img src="https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MfzOs8r_UzTe7WhP3Tc%2F-MfzUfwEbw3CPleihZ-O%2Fdifficulty_5.png?alt=media&amp;token=cfc8004f-5949-4878-a25f-51aa18c02091" alt="" data-size="original">&#x20;

INFORMATION ON THIS PAGE IS OUTDATED, AS THERE ARE NOW BETTER TOOLS AND APIS IN PLACE FOR SOUND MANAGEMENT. PLEASE REFER TO THE [**Using Custom Sounds**](/etg-modding-guide/sounds/using-custom-sounds.md) AND [**Customizing Gun Sounds**](/etg-modding-guide/sounds/customising-gun-sounds.md) PAGES IN THE SIDEBAR FOR AN UP TO DATE GUIDE&#x20;

## Preparing Your Mod

You will need to prepare your mod to be able to see and load 'sound banks', bundled collections of audio files created by Wwise/other more convenient tools.

1. Add this static variable to your main module class, outside of any method.

```csharp
public static <your modules class> instance;
```

&#x20;2\. Add the following code in the Start() method of your main module to set the variables you just created.

```csharp
instance = this;
```

Now we can move on to the code part: You want to drop these classes into your project.

{% file src="/files/wcIbMxa9Djer7N4o0Gwk" %}

{% file src="/files/6A2veUFFh2dhmehzv6SG" %}

Make sure to replace namespaces and class names appropriately.

When you create a soundbank in wwise it will have a name, so to load it you will want to do this in your module:

do this version if you want to load from a folder:

<mark style="color:purple;">`AudioResourceLoader.loadFromFolder("mod name");`</mark>

and do this if you want to load it from your dll as an embedded resource (this is better):\ <mark style="color:purple;">`AudioResourceLoader.loadFromAssembly("<bank name>.bnk", "mod name");`</mark>

{% tabs %}
{% tab title="Python Audio Bank Generator" %}
{% embed url="<https://github.com/pcrain/gungeon-modding-tools/blob/master/gen-gungeon-audio-bank.py>" %}

three dots in top right -> download

Make sure you have python installed on your device.

\[Rest of the tutorial/Documentation]
{% endtab %}

{% tab title="Wwise Editor..." %}

### Difficulty: 5/10&#x20;

## Installing Wwise

Custom sounds can pose a significant challenge at first, but become progressively easier with practice.&#x20;

1. Download the Wwise launcher from the link below. This will require making an Audiokinetic account.

{% embed url="<https://www.audiokinetic.com/download/>" %}

2\. Inside of the Wwise launcher, install Wwise version 2017.2.10. This is the necessary version, as it is the only one compatible with Enter the Gungeon.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MWlFXODVWvdsER1GQRD%2F-MWlFkQLIIWGQcClvJ7n%2Fwwise_launcher.JPG?alt=media\&token=2237e6d1-0776-467e-a95f-e6e47b86a878)

## Using Wwise

First things first make sure you have wwise v. 2017.2.10. open up wwise and select new <br>

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MQAkTlyeVttU3CJdmYk%2Fuploads%2FSpTyxrCJdxfa34zuhwv5%2FNew%20Button.png?alt=media\&token=adf1d7b2-e212-4ab2-b21c-f23dc41f12cb)

Name it whatever you want

you should now see something like this

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3v4Cx5o6YEhexLnXS%2Fimage.png?alt=media\&token=a5f04e7d-c83f-4814-8ebd-011a193b6e10)

at Default Work Unit right-click and select > Import Audio Files

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3vGUrE32RbO1M4bDo%2Fimage.png?alt=media\&token=87e35958-bad3-46c0-acaa-2da7a3dafd89)

Make sure import mode and import as is the same as this&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3vRURkT_pN4mC02cy%2Fimage.png?alt=media\&token=3602576e-f3ca-467e-91cc-c0b3f5905cf8)

now just drag in any sound files you have into that window, (must be a .wav file), then select import&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3w9cFNp6o75yOu8nB%2Fimage.png?alt=media\&token=1831f857-c696-4b04-96d1-68ae18fe919a)

now if you expand Default Work unit you should see your sound files.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3wJoVgkdwsF5wd2pf%2Fimage.png?alt=media\&token=91215319-a5ac-4f14-8d24-fc3e4064e5dc)

Now, we want to make our audio affected by the in-game audio settings, so first, you want to select Game Sync in the top left.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3weA-QDAv0QUh6xFR%2Fimage.png?alt=media\&token=0a02ce3a-dfbb-4614-9d82-400a5bd88e02)

Then Right-Click Default Work Unit under the GameParameters folder, select new child, then Game Parameter ![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MQAkTlyeVttU3CJdmYk%2Fuploads%2FI5NczRDtv5WO3w4ZjXz2%2Fimage.png?alt=media\&token=75f16002-cc8d-4b9d-868a-521942cd24d3)

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3wto1fG3dNlL8-XC5%2Fimage.png?alt=media\&token=b88558a6-194f-4db6-823b-73e5b0702386)

name it VOL\_SFX

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3wzKLkJm6aAKeXMMd%2Fimage.png?alt=media\&token=a92e75ff-d398-40d0-841e-86a55b446990)

then do it another time but name it VOL\_MUS&#x20;

and then do it one more time but name it VOL\_UI

now you select your audio file back in the Audio tab, and this should show up&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xGv2PWXc3pjr3Fel%2Fimage.png?alt=media\&token=a7efde5c-5cad-42b6-8a3d-3abb82204759)

select RTPC at the top

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xO2ZC6CHiNtrW8bE%2Fimage.png?alt=media\&token=44cb5aab-9496-4186-a433-e696bbc497a9)

then, at the bottom select the little 3 arrows

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xY2kXPlZw_oF36je%2Fimage.png?alt=media\&token=8d1c7cc5-9155-42a2-b86f-e841563f1e41)

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xbUPN1Ox1mmjIDC6%2Fimage.png?alt=media\&token=14a146ba-de5d-42a8-ab77-aad33658f275)

and press voice volume at the bottom&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xjyYuKz8d6rF3KcJ%2Fimage.png?alt=media\&token=8f2e9df9-2fd8-4dde-96cb-65f3df4573a0)

then, select the second arrows&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3xsIGUP474VP5049x%2Fimage.png?alt=media\&token=880d7f8d-f77c-4508-a4cf-11c4ed5c7352)

select VOL\_SFX if you want it to get affected by sound volume,

select VOL\_MUS if you want it to get affected by music volume,

or select VOL\_UI if you want it to get affected by ui volume.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3y5Y1xwPqtgiEd7tP%2Fimage.png?alt=media\&token=f0e83b87-afd6-4cdd-a4f4-59e2e18f995e)

do this for any audio files you have.

now back in the audio tab we right-click our sound and select New Event > Play

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3yNUTitpL1Q6qhrnd%2Fimage.png?alt=media\&token=156df6b1-7c59-43ea-800f-5af10930009d)

In the bottom Left event viewer, you should now see Play\_YourFileName

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3yeXXFusYUQbeECv7%2Fimage.png?alt=media\&token=5268f274-3620-4da2-8103-0e80968f26c6)

do this for all of your audio files.

now at the top, we need to go to Layouts and select SoundBank

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3yr_qRJ_iWA5c8wJA%2Fimage.png?alt=media\&token=314aa826-1537-403b-b69f-bdbf23332ac1)

you should now see this

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3yy8Dxz1HMaFc1mgo%2Fimage.png?alt=media\&token=ad2ec13d-53c5-4a2c-af52-dc000ea71b1b)

Press New

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3z3QnYUVHO72bqNZj%2Fimage.png?alt=media\&token=7a02b9c1-e811-43bc-aa3e-c7e72cdb78cd)

And name it whatever you want&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3z9wumdH8wGlovw1Z%2Fimage.png?alt=media\&token=bb774027-48a6-439a-9295-5847cd8ea9bd)

click ok.

if you expand Default Work Unit you should see your Soundbank.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MQAkTlyeVttU3CJdmYk%2Fuploads%2F0LVni3LcqmmtXTMLQzHa%2Fimage.png?alt=media\&token=4a24b731-fd1b-444a-ab96-58f598e07352)

now select your soundbank and look at the SoundBank editor at the bottom.

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3zeglDZGOjrDiYrll%2Fimage.png?alt=media\&token=e91f8e17-38c2-432e-898d-31815bbd07fe)

now drag in all the event from your event viewer into the soundbank editor, they should show up&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW3zsfgOTlsAGVcZejU%2Fimage.png?alt=media\&token=14527fa0-fc71-4c80-a991-4288b7b00132)

now check these buttons in the soundbank manager

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW4--A5fXjVdIFc3IMt%2Fimage.png?alt=media\&token=06c49d50-7102-4add-9718-0c37acc05775)

enable your soundbank&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW4-61XEltMOoiO-WoN%2Fimage.png?alt=media\&token=669b8cc1-2268-4d39-a746-fe1090114683)

now select generate and drag your soundbank into your mod folder&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW4-Slb3VRjGSqTGTV4%2Fimage.png?alt=media\&token=46a1f6d1-32dc-401c-bdd4-60c19f20dbb1)

it should now work.

if you don't know where it generated you can check/change it in user settings

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW4-d38si8Fd33dmK-9%2Fimage.png?alt=media\&token=0aca9feb-ea70-496d-9a20-4971269af249)

Check Override sound banks if you want to change it&#x20;

![](https://1229800202-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-MQAkTlyeVttU3CJdmYk%2F-MW3_uWnwH7Jt8bkP7dl%2F-MW4-mjsJ90XsUy4xVKJ%2Fimage.png?alt=media\&token=6e1eb10d-7d01-498f-ad80-92185db9e8bc)

to play your sound effect simply in code type

```csharp
AkSoundEngine.PostEvent("The_Event_For_The_sound", whateverGamobjectShouldPlayIt);
```

the event in my example was Play\_Bonk.

{% endtab %}
{% endtabs %}
