- Unpack Starfield - Wwise Sounds XX.ba2 using the latest build of BAE.
- Consult the soundbanksinfo.json that generates in the unpacked folder to find the SFX you're looking for. If soundbanksinfo.json doesn't generate automatically, I've uploaded a copy of it here! You'll just have to do keyword searches, so like for spaceships you can search "engine" and find, for ex., VEH_AmunDunn_Engine_C_5_v2.wav. It looks to me like ship sounds are all stored under the VEH tag, and each brand has its own sound files.
- Check the ID listed for the sound you want. For VEH_AmunDunn_Engine_C_5_v2.wav, the ID is 13200010. If you want to double check that you've got the right sound (or reference what the sound is, so you know what to replace it with), locate 13200010.wem in the unpacked Wwise Sounds folders and load it up in Foobar2000 using the vgstream decoder plugin. If for some reason you want to turn those sound files into .wavs, you can use Fubar 2000 to do that, too! Also, some sounds have multiple IDs or instances, so make sure you replace ALL of them. For example, the boost pack actually has seven sound files that I had to replace by copying and renaming the same .wem seven times.
- Pick out your own sound file, and consult this video to learn how to use Wwise to turn a .wav into a .wem that can be interpreted by Starfield.
- Place the .wem you just created in a folder structure like Data/Sound/SoundBanks, and paste it into Starfield's root directory. If the game won't play your new audio file, make sure that you change the audio encoder to Custom Vorbis in Wwise (Project>Project Settings>Source Settings>Vorbis Quality High), since the game won't recognize some encoding methods.
9 comments
Ive found the solution after 5 hours :D
Hey :)
My WEM files are always much too big... or I am doing something wrong
1. 2 songs merged with Audacity
= A WAV file with a size of 73.1MB (74.874KB)
2. converted to WEM as described in the manual
3. copied the necessary files from the Astral Lounge into the necessary folder. (Documents/My Games/Starfield/Data/Sound/Soundbanks)
But in the game, no music plays in the Astral Lounge any more. Are my files too big? If so, how can I make them smaller? My songs (even together) are just as long as the original ones but 5 times as big.
There are 9 files in total and all are larger than 60 megabytes
All the mods that are available here for the Astral Lounge also have all files under 10 megabytes. I don't understand how, if I have to convert them to WAV first.
PS: Yes i did the exact encoder setting... maybe the problem is the size or something with audacity. I have converted all WAV files with Encoder: "Signed 16-bit PCM".
Can you help me?
Also, double check to see if they are being played back at something like 48Khz (or greater), and not 44.1Khz (or whatever samplerate). The sampling rate might be your issue IF the file(s) itself is not the problem.
If neither of those work, try filtering your audio around the 16Khz mark (with a very sharp curve - basically, brickwall it), that's what almost every digital audio compression algorithm does these days to kill "unnecessary" data.
Another thing to consider is that your lengths might be causing this, as the more data, the more size (go figure lol) - so try cutting down whatever you deem to be unnecessary to whatever it is you're trying to do.
One more thing to also consider, try to quantize the bits (if you haven't already). There's a ton of software that will do this, free and paid, VST or standalone. Some limiter software will also include quantization but that's usually gonna cost a bit extra (I use the Waves L1+, which comes with said option). This both makes exporting to MP3/OGG a bit better fidelity-wise but also cuts down on file size as floating-point audio is VERY heavy because of the amount of data from the waves. This is something that'll probably be a complete shot in the dark and may not even matter much depending on how you're going about converting.
As a side note, metadata could also be something that could pad your file size, but the difference would be so miniscule you probably might not even want to consider scrubbing it.
All that said, I'm not exactly an expert on this stuff so take this with a grain of salt.
- Took the .wav files and converted to .wem
- Created a soundbank
- Returned to creation kit and had it generate a soundbank.
- Place my .wem into the soundbank folder the CK created
- Return to the CK and selected to reprocess .wems.
- No result in my scripts trying to locate them.
Edit: Found it! add all files to playlist in Foobar and select them all, right click -> convert.
Edit: Nevermind, found it https://www.nexusmods.com/starfield/mods/165
is there anyway to match the lip sync of a character with new voice audio, or is it tied to animation and would require alot of work?.