Tutorial: Adding Music to Your MOD Civilization

i give up ...how u people got Wwise_v2015.1.9 working ? after reinstall windows i can't run Wwise_v2015.1.9 instalation dosen let me install it ...and all my old music projects dosent work even if i repided them on available version Wwise_v2016 1.6

At the time I could not use it also and asked for help sending an email to wwise themselves, they helped me at the time, also my last resort at the time.
 
At the time I could not use it also and asked for help sending an email to wwise themselves, they helped me at the time, also my last resort at the time.
how do they help u? they give u another installation ? my don't have install button visible , and only login button for password and login and it give me error message :(
 
So, I've contacted them about the old version of the program, and they replied saying they're aware of issues with installing it and that they are looking into the best solution to the problem (saying fixing it "properly" could introduce security issues on their servers), but they cannot provide a timeline for when that might happen.

I've followed the tutorial using the newest version of Wwise and I'm getting a crash when loading into a game, so I'm assuming it's literally impossible to add custom music to a project unless you somehow still have the old Wwise installed on your computer?
 
So, I've contacted them about the old version of the program, and they replied saying they're aware of issues with installing it and that they are looking into the best solution to the problem (saying fixing it "properly" could introduce security issues on their servers), but they cannot provide a timeline for when that might happen.

I've followed the tutorial using the newest version of Wwise and I'm getting a crash when loading into a game, so I'm assuming it's literally impossible to add custom music to a project unless you somehow still have the old Wwise installed on your computer?

Try to see the difference between files generated by the needed version and the new one.
 
I pretty much copied over the structure of the .txt, .ini and Info.xml files from that mod, only replacing the ID's and stuff from my own project, and still getting the same crash on load. I wonder if it has anything to do with the .bnk or the .wem files.
 
I pretty much copied over the structure of the .txt, .ini and Info.xml files from that mod, only replacing the ID's and stuff from my own project, and still getting the same crash on load. I wonder if it has anything to do with the .bnk or the .wem files.
don't even try to make music on new versions i spent too much time , zero progress! and it all was work perfectly in old version...
 
I got an e-mail from Audiokinetic again with files that bypass the installation for the old Wwise. They won't be put up on their website, you'll have to e-mail them at info@audiokinetic.com to ask for the files (mention you need them for Civilization VI modding).

I tried following the tutorial using Wwise v2015.1.9, but none of my music was playing ingame. I'll try again this weekend, see if I accidentally missed something important. At least it's not causing the game to crash like it did when I was using the newer version of Wwise.
edit: OK, got the custom music to play now. It was just a matter of putting the files in the correct folder structure (Platforms -> Windows -> Audio).
 
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I finally got around to doing my video guide for custom music. I wanted something that puts everything in one place, as FurionHuang's guide is missing some points and a lot of the extra information is scattered throughout the posts in this thread. It may also help those who need a bit more visuals on what to do and how to do it.
 
I finally got around to doing my video guide for custom music. I wanted something that puts everything in one place, as FurionHuang's guide is missing some points and a lot of the extra information is scattered throughout the posts in this thread. It may also help those who need a bit more visuals on what to do and how to do it.
Great Job, and Thanks for making this Guide! This will definitely come in handy for many Modders.
 
So I've been researching the issue with base game music not pausing when opening the diplomacy window of a custom leader and came across the non-.lua solution (because my brain is too small for .lua). What you want to do is to make a Music Switch Container under the Default Work Unit, with 3 Music Switch Containers inside it (you can name them whatever). Under its properties, set the Output Bus to 'Music Bus' (the same as you did for the regular playlists).
fTTRInc.png


Next, under the Events tab, 'Music' events: add the following actions:
  • Pause_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Play_Leader_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Play_Music_CivilizationName: 3 Stop actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Resume_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global. (Also, I have Master Resume disabled on everything, including the custom Civilization Music.)
  • (Start_Music_CivilizationName has none.)
  • Stop_Leader_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Stop_Music_CivilizationName: 1 Stop action, only for the 2nd Music Switch Container inside the main one. Set Scope to Global.

Screenshot of what this looks like for the Pause_Music_CivilizationName event:
zfUhP3q.png


Go to your Wwise project folder, open the 'Interactive Music Hierarchy' folder, open 'Default Work Unit.wwu' in a text editor.
Search for the Music Switch Containers you added in the first step and edit their ShortID's to this:
  • Main Switch Container: 658623902
  • Child Switch Container 1: 276876398
  • Child Switch Container 2: 409025991
  • Child Switch Container 3: 552184141
Screenshot of what to look for (doesn't include the last Music Switch Container in the screenshot, but just scroll down in your file and you'll find it...):
bYhjuJV.png


Generate the Soundbank again and replace the .bnk file in your mod project (assuming you had already included it).

Credit goes to Dwughjsd (the original creator of this method) and Kevin Liu.
Dwughjsd's Github page that contains a download to his ModBuddy and Wwise project: https://github.com/dwughjsd/LandsolYuni_civ6mod
Kevin Liu's Steam Workshop page of the Princess Connect Civilization - [Pecorine, Kyaru, Kokkoro] mod, which also includes a link to their project's Github page in the description: https://steamcommunity.com/sharedfiles/filedetails/?id=2443517691 (Could also recommend the subscribe if you like anime stuff.)

I'll also link to this post in my video guide description.
 
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Okay, so I've got a bit more information from a comment on the Steam Workshop item for the Princess Connect Civilization. The guy(?) (Dwughjsd) behind it was apparently first to find out the method I posted above and has his own Github page where you can download his project and look up some additional information about Wwise. Link to Github: https://github.com/dwughjsd/LandsolYuni_civ6mod
At this point I'll probably wait until we're sure we got all the information, because this went deeper than I thought. Still, my first video can be used as a functional basic template, but you'll have to go through the extra steps to make it complete. I know the CustomExit cue was mentioned before, but I didn't know for sure how important it was so I left it out, but I guess it is needed after all.
 
So I've been researching the issue with base game music not pausing when opening the diplomacy window of a custom leader and came across the non-.lua solution (because my brain is too small for .lua). What you want to do is to make a Music Switch Container under the Default Work Unit, with 3 Music Switch Containers inside it (you can name them whatever). Under its properties, set the Output Bus to 'Music Bus' (the same as you did for the regular playlists).
fTTRInc.png


Next, under the Events tab, 'Music' events: add the following actions:
  • Pause_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Play_Leader_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Play_Music_CivilizationName: 3 Stop actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Resume_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global. (Also, I have Master Resume disabled on everything, including the custom Civilization Music.)
  • (Start_Music_CivilizationName has none.)
  • Stop_Leader_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
  • Stop_Music_CivilizationName: 1 Stop action, only for the 2nd Music Switch Container inside the main one. Set Scope to Global.

Screenshot of what this looks like for the Pause_Music_CivilizationName event:
zfUhP3q.png


Go to your Wwise project folder, open the 'Interactive Music Hierarchy' folder, open 'Default Work Unit.wwu' in a text editor.
Search for the Music Switch Containers you added in the first step and edit their ShortID's to this:
  • Main Switch Container: 658623902
  • Child Switch Container 1: 276876398
  • Child Switch Container 2: 409025991
  • Child Switch Container 3: 552184141
Screenshot of what to look for (doesn't include the last Music Switch Container in the screenshot, but just scroll down in your file and you'll find it...):
bYhjuJV.png


Generate the Soundbank again and replace the .bnk file in your mod project (assuming you had already included it).

Credit goes to Dwughjsd (the original creator of this method) and Kevin Liu.
Dwughjsd's Github page that contains a download to his ModBuddy and Wwise project: https://github.com/dwughjsd/LandsolYuni_civ6mod
Kevin Liu's Steam Workshop page of the Princess Connect Civilization - [Pecorine, Kyaru, Kokkoro] mod, which also includes a link to their project's Github page in the description: https://steamcommunity.com/sharedfiles/filedetails/?id=2443517691 (Could also recommend the subscribe if you like anime stuff.)

I'll also link to this post in my video guide description.
As it so happens, my music template directly comes from Dwughjsd's work, it's the same reason why I was able to add custom music to the first three Naruto mods (Hidden Leaf, Hidden Sand, Hidden Cloud) I made recently. It's pretty much complete now tbh, the only reason why I haven't released it yet is due to the tutorial video coming with it that I need to assemble, my way of making a guide on how to use the template. (Apart from me prioritizing other tasks for modding)

Due to various events & circumstances that have happened today, I will start prioritizing its release asap and avoid keeping the others waiting. This should give ppl a lot easier time with assembling music. Hopefully, it can be finished asap, I'll do my best to make sure it does.
 
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I haven't toyed with adding Music/Sounds to the Game yet, but before doing so I wanted ask whether the process of adding new audio sounds that are for specific Civilizations/Leaders is the same/similar one as for Units or any regular sound effect. I want to add new Sounds/Music tracks that I can play/stop manually using lua, so nothing that replaces existing audio files or is specific to something. Ex: adding multiple Sounds from which I can randomly pick one to play when Event X happens.
 
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