Audio modding

notque

Artificially Intelligent
Joined
Nov 13, 2005
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1,682
From Ian Schmidt, Audio Engineer @firaxis

With the SDK out, lemme drop a few words about #Civ6 audio modding. You'll need Wwise editor 2015.1.9 for either WIndows or Mac

He also adds that in a later release, he will include extensive documentation.

Wwise 2016 and 2017 major versions are not compatible and will not work / crash Civ.

To override an existing sound, create an event with the same name that we (Firaxis) used. The game will give mods precedence.

To create a new sound, give it a unique prefix. Add your events to a new sound bank, generate that bank for Windows...

and add the .bnk file to your mod. Create an .ini file to tell the game when in game to load it...

Follow our Poland or Australia DLCs as examples how to setup the ini file and your .modinfo - we ate our own dogfood!

Then you can use UI.PlaySound() from Lua to play your new sound. Quickie lesson over :)
 
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