How can I "replace" the audio data?

Alphaziel

Chieftain
Joined
Aug 27, 2023
Messages
7
How can I "replace" the audio data?

For example, I want to replace the voice of LOC_ERA_ANCIENT_DESCRIPTION, but in a Japanese environment, I found the following part in Speech_Localized.xml
This is the speech that plays on the loading screen when the game starts

XML:
<File Id="537821489" Language="Japanese">
   <ShortName>DOM_ERA_ANC.wav</ShortName>
<Path>Voices\Japanese\DOM_ERA_ANC_697BCDAC.wem</Path>

However, when I generate the soundbank with wwise, the File Id is replaced with a completely different value.
Also, instead of putting the data inside a .bnk file as a .wem it didn't work either

XML:
<?xml version="1.0" encoding="utf-8"?>
<SoundBanksInfo Platform="Windows" BasePlatform="Windows" SchemaVersion="10" SoundbankVersion="113">
   <Sound Banks>
     <SoundBank Id="4088942178" Language="SFX">
       <ShortName>Speech_loading</ShortName>
       <Path>Japanese\Speech_loading.bnk</Path>
       <Referenced Streamed Files>
         <File Id="502155461" Language="SFX"/>
         <File Id="553757708" Language="SFX"/>
         <File Id="559326192" Language="SFX"/>
         <File Id="537821489" Language="SFX"/>
         <File Id="58340745" Language="SFX"/>
         <File Id="925364729" Language="SFX"/>
         <File Id="366133329" Language="SFX"/>
         <File Id="519407913" Language="SFX"/>
       </Referenced Streamed Files>
     </SoundBank>
   </SoundBanks>
</SoundBanksInfo>

I don't want to "add" sounds, I just want to "replace" them.
 
You can now play it in the following ways. The cause was wrong conversion format in wwise

XML:
<?xml version="1.0" encoding="utf-8"?>
<Mod id="********-****-****-****-************" version="1">
   <Properties>
     <Name>******</Name>
     <Description>******</Description>
     <Created>1693147862</Created>
     <Teaser>*****</Teaser>
     <Authors>Alphaziel</Authors>
     <Affects Saved Games>0</Affects Saved Games>
     <CompatibleVersions>1.2,2.0</CompatibleVersions>
   </Properties>
   <ActionCriteria>
     <Criteria id="LeaderCriteria">
       <LeaderPlayable>Players:Expansion2_Players::LEADER_SAMPLELEADER</LeaderPlayable>
     </Criteria>
   </ActionCriteria>
   <FrontEndActions/>
   <InGameActions>
     <ImportFiles id="SpeechLoading">
       <File>Platforms/Windows/audio/Japanese/58340745.wem</File>
       <File>Platforms/Windows/audio/Japanese/366133329.wem</File>
       <File>Platforms/Windows/audio/Japanese/502155461.wem</File>
       <File>Platforms/Windows/audio/Japanese/519407913.wem</File>
       <File>Platforms/Windows/audio/Japanese/537821489.wem</File>
       <File>Platforms/Windows/audio/Japanese/553757708.wem</File>
       <File>Platforms/Windows/audio/Japanese/559326192.wem</File>
       <File>Platforms/Windows/audio/Japanese/925364729.wem</File>
     </ImportFiles>
   </InGameActions>
   <Files>
       <File>Platforms/Windows/audio/Japanese/58340745.wem</File>
       <File>Platforms/Windows/audio/Japanese/366133329.wem</File>
       <File>Platforms/Windows/audio/Japanese/502155461.wem</File>
       <File>Platforms/Windows/audio/Japanese/519407913.wem</File>
       <File>Platforms/Windows/audio/Japanese/537821489.wem</File>
       <File>Platforms/Windows/audio/Japanese/553757708.wem</File>
       <File>Platforms/Windows/audio/Japanese/559326192.wem</File>
       <File>Platforms/Windows/audio/Japanese/925364729.wem</File>
   </Files>

However, with the above method, Mod Buddy's InGameActions => ImportFiles must be set in large quantities, which is very inefficient.
After all, I wanted to use the soundbank (.bnk file) format, so I generated a soundbank XML file as follows,
Since the In Memory Audio ID is generated arbitrarily and it cannot be changed, is there anything we can do about it?

XML:
<?xml version="1.0" encoding="utf-8"?>
<SoundBanksInfo Platform="Windows" BasePlatform="Windows" SchemaVersion="10" SoundbankVersion="113">
   <Sound Banks>
     <SoundBank Id="4088942178" Language="SFX">
       <Included Events>
         <Event Id="3103102952" Name="Play_366133329"/>
         <Event Id="2561352523" Name="Play_502155461"/>
         <Event Id="2645684581" Name="Play_519407913"/>
         <Event Id="298181317" Name="Play_537821489"/>
         <Event Id="3833050557" Name="Play_553757708"/>
         <Event Id="380498336" Name="Play_559326192"/>
         <Event Id="4019617618" Name="Play_58340745"/>
         <Event Id="3493471091" Name="Play_925364729"/>
       </Included Events>
       <IncludedMemoryFiles>
         <File Id="122802040" Language="SFX">
           <ShortName>502155461.wav</ShortName>
           <Path>SFX\502155461_B83781F6.wem</Path>
         </File>
         <File Id="133314883" Language="SFX">
           <ShortName>553757708.wav</ShortName>
           <Path>SFX\553757708_B83781F6.wem</Path>
         </File>
         <File Id="148136494" Language="SFX">
           <ShortName>559326192.wav</ShortName>
           <Path>SFX\559326192_B83781F6.wem</Path>
         </File>
         <File Id="747528040" Language="SFX">
           <ShortName>537821489.wav</ShortName>
           <Path>SFX\537821489_B83781F6.wem</Path>
         </File>
         <File Id="752618648" Language="SFX">
           <ShortName>58340745.wav</ShortName>
           <Path>SFX\58340745_B83781F6.wem</Path>
         </File>
         <File Id="855682277" Language="SFX">
           <ShortName>925364729.wav</ShortName>
           <Path>SFX\925364729_B83781F6.wem</Path>
         </File>
         <File Id="977160948" Language="SFX">
           <ShortName>366133329.wav</ShortName>
           <Path>SFX\366133329_B83781F6.wem</Path>
         </File>
         <File Id="1014822406" Language="SFX">
           <ShortName>519407913.wav</ShortName>
           <Path>SFX\519407913_B83781F6.wem</Path>
         </File>
       </IncludedMemoryFiles>
     </SoundBank>
   </SoundBanks>
</SoundBanksInfo>
 
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