Help with Soundtrack Modding

Sun Ce of Wu

Warlord
Joined
Sep 5, 2009
Messages
104
Location
Italy
Hi there, did someone guess how the civilization soundtracks works?

I was thinking about expanding the civ-specific tracks so that each era or major era (Ancient/Medieval/Industrial/Atomic) gets more than one track (and maybe excluding the "mixing your soundtrack with that of the other civs" function), but the only thing i discovered about the soundtrack is the presence of these events:
XEntersAncient
XEntersMedieval
XEntersIndustrial
XEntersAtomic
XMet
(with X the name of the civilization)

The problem is that not all the civs seem to have this events defined, plus i tried to mod EgyptEntersIndustrial following the guide here (https://forums.civfanatics.com/thre...eeded-for-audio-modding.610973/#post-14671591) with two custom tracks but nothing happened.

@Ewok-Bacon-Bits @notque tagging you since you made most of the progress and guide.
 
It looks like Australia doesn't even use events for it's music so it might be the case when replacing you would want to name the song the same thing like "Egypt_Ancient_Theme_NeyOnly.wav" then drag it into Soundbank Editor (rather then dragging an event), I don't know if that will work though. Many of the civs seem to have multiple music files for each era too. For creating a new civ I have no clue, because there is no consistency to the file naming like there is with art icons. So maybe its hardcoded or something idk.

For the mod I created I have embedded my own music system in the UI. I could post the code on here although I haven't tested it out for effeciency and it works for me because all of the civs are new so no civ specific music plays. It also not specifically adjustable soundwise in the options -yet.
 
Thanks for the reply. I guess we should wait to have more information on how music works or dig some more.
 
The Firaxis audio engineer had another Twitter dump yesterday about soundtracks and custom units, transcribing here:

"Some info about #Civ6 music for new civs: if the game doesn't recognize a civ, it'll issue events with the civ's name in them as follows:
Start_Music_NAME to force the civ's main theme to play (e.g. Waltzing Matilda for Aus).
Play_Music_NAME to play a random piece for the current era (more later), Stop_Music_NAME to stop both Play_Music & Start_Music.
Pause_Music_NAME to pause the Play or Start music for e.g. a leader screen, Resume_Music_NAME to resume it.
In leader screens, Play_Leader_Music_NAME and Stop_Leader_Music_NAME are issued. NAME is always the name of the civ from the DB.

For unrecognized custom unit types, Unit_Selected_TYPE is issued when clicking the unit (we use this ourselves in the DLC).
Custom unit types in the 2D view also issue Unit_Move_2D_TYPE, Stop_Unit_Move_2D_TYPE, Unit_Embark_2D_TYPE,
Unit_Disembark_2D_TYPE, Unit_Combat_Lose_2D_TYPE, Unit_Death_2D_TYPE, Nuke_Attack_2D_TYPE, & Nuke_Attack_Smaller_2D_TYPE.

Finally, all Wwise events are not case sensitive. Unit_Select_Dingo and Unit_SELECT_DINGO are the same event. That's all :)"

That's a lot to digest!
 
The Firaxis audio engineer had another Twitter dump yesterday about soundtracks and custom units, transcribing here:

"Some info about #Civ6 music for new civs: if the game doesn't recognize a civ, it'll issue events with the civ's name in them as follows:
Start_Music_NAME to force the civ's main theme to play (e.g. Waltzing Matilda for Aus).
Play_Music_NAME to play a random piece for the current era (more later), Stop_Music_NAME to stop both Play_Music & Start_Music.
Pause_Music_NAME to pause the Play or Start music for e.g. a leader screen, Resume_Music_NAME to resume it.
In leader screens, Play_Leader_Music_NAME and Stop_Leader_Music_NAME are issued. NAME is always the name of the civ from the DB.

For unrecognized custom unit types, Unit_Selected_TYPE is issued when clicking the unit (we use this ourselves in the DLC).
Custom unit types in the 2D view also issue Unit_Move_2D_TYPE, Stop_Unit_Move_2D_TYPE, Unit_Embark_2D_TYPE,
Unit_Disembark_2D_TYPE, Unit_Combat_Lose_2D_TYPE, Unit_Death_2D_TYPE, Nuke_Attack_2D_TYPE, & Nuke_Attack_Smaller_2D_TYPE.

Finally, all Wwise events are not case sensitive. Unit_Select_Dingo and Unit_SELECT_DINGO are the same event. That's all :)"

That's a lot to digest!
What a juicy update indeed. As soon as I can I should try making a new mod following these Events and see what happens.
 
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