(OUTDATED) Using Custom Sounds
Last updated
Last updated
INFORMATION ON THIS PAGE IS OUTDATED, AS THERE ARE NOW BETTER TOOLS AND APIS IN PLACE FOR SOUND MANAGEMENT.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 AND Customizing Gun Sounds PAGES IN THE SIDEBAR FOR AN UP TO DATE GUIDE
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.
Add this static variable to your main module class, outside of any method.
2. Add the following code in the Start() method of your main module to set the variables you just created.
Now we can move on to the code part: You want to drop these classes into your project.
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:
AudioResourceLoader.loadFromFolder("mod name");
and do this if you want to load it from your dll as an embedded resource (this is better):
AudioResourceLoader.loadFromAssembly("<bank name>.bnk", "mod name");
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Make sure you have python installed on your device.
[Rest of the tutorial/Documentation]
Then Right-Click Default Work Unit under the GameParameters folder, select new child, then Game Parameter