To "be complete".. here's the step guide for the shared project: --> Project v0.2 However, I do recomend to use Badbonez instructions: --> New Project
I am adding a comment here as a cloud note to myself as well as maybe useful info.
What I've done to successfully convert wav to wem with Wwise is: 1) Create a new project, whatever you like to call it. 2) Under Project Explorer click the Audio tab (amongst the tabs that say things like Game Syncs, etc.) 3) Under Interactive Music Hierarchy, right click Default Work Unit>Import File. 4) Add as many files as you like 5) Under Default Work Unit you will see a list of your imported files. Select Default Work Unit and right click (or shift-c) and select convert - this will convert all the files in that work unit. (Alternatively, you can select individual files and convert them one at a time.) 6) Look in your project folder under .Cache>Windows>SFX to find your files. 7) Rename and move to the soundbanks folder.
Should be good to go. (I tried both the default conversion settings and Vorbis High Quality and didn't notice any difference in file size or sound quality, YMMV)
If I just Import Audio files and then go to Project>Convert All Audio files, for some reason the music does not play. And the file size is different than the above method. Maybe someone more experienced will be able to make this process simpler. I just picked this program up today, ad used it for a couple hours (at the time of this writing).
I'm working on a batch file that will play from a random selection of music files, it works but still needs some polishing. But without a simpler method of converting files, it may be some time.
While and because someone already called me the finder of th NG+ MainMenu music, I want to state my findings.
------------------------------------------------
Main Menu Sound Replacers
While I've already spent more hours than I'd like to admit, this is what I've figured so far. Listed in "Credit" would be nice, but is not required.
Foreground
* MUS_MainTheme * 444978067 (1+2 & 5+6 / 8) * Does that "thack" sound at the BGS intro * I replaced this with 0 byte file * 456350239 (3+4 & 7+8 / 8) * Vanilla, First playthrough * NewGamme+ * ???? Todo...
Background
* StartNewGame * BGSLogo\\UI_ * 471598494 (1+2 & 7+8 / 12) * Replaces intro logo "wuuush".. * Foreground for intro * I replaced this with 0 byte file * 557711511 (3+4 & 9+10 / 12) * Background to "wuuush" * Background to MainMenuLoop.bk2 * *Could* be used as a NG+ replacers, but would play paralell to both, Vanilla & NG+ sound... * Sepcial\\MUS_ * 856179784 (5+6 & 11+12 / 12) * Plays the background of logo sound * I replaced this with a short voice line * For some reason, 444978067 / "thack" is still heared when doing "vice-versa"
I tried to use it with voices. I want to make voice localization(s) using my company's AI tools (voice copy, translation etc.)
Sadly, no single voice wem file was converted correctly. Some just showed errors in wem to wav convertor, and some were converted to white noise files.
For example, Sam Coe files are located in sound\voice\starfield.esm\npcmsamcoe\ (you can get them from voice archives)
Do you know what is wrong, and is there any way to fix it?
Just figured I did not had the better solution stickied. Check the sticky by BadBonez, that actualy works better than my template projects. That one works very easy!
So, say i wanted to change the sound of the PBO-175 auto helion beam or the vanguard obliterator autoprojector. I got a mod that changes the PB-300 alpha beam so i have the audio files i need. I just need to find the correct ID. Have any pointers?
So, say i wanted to change the sound of the PBO-175 auto helion beam or the vanguard obliterator autoprojector. I got a mod that changes the PB-300 alpha beam so i have the audio files i need. I just need to find the correct ID. Have any pointers?
Can you explain the json id for the wem file. I've tried other main menu music replacers (they all use the same numeric name "456350239.wem") but I can't seem to get it to work personally with Vortex or manually dropping into the sounds/soundbank folder. Really odd. Not sure what mods I have that could be impacting that since none touch the main menu. I'm wondering if maybe we have to double check the number for some reason of the file being called?
As we know, the json is in sound/soundbanks/soundbanksinfo.json.
Facts: Within the file, we have typicly 4 values per entries. { "Id": "456350239", "Language": "SFX", "ShortName": "MUS\\Score\\Special\\MUS_MainTheme.wav", "Path": "SFX\\MUS\\Score\\Special\\MUS_MainTheme_DA0D9431.wem" },
ID is the value we name our wem file, in this case - as in relation to the project, that would result in:
456350239.wem
This is also an existing file, as we see in the same directory of where we had found the json-file.
Guessing: Now for the language, here SFX, tells the game how to handle the file. I would guess, that it might look for different parameters that one can set within Wwise.
ShortName and Path, seems to be something like a backup reference as to know what the files were originaly called, these serve as identifiers for us to figure where and/or how the audio file is being used.
Conclusion: As we find just another "MainTheme.wav" entry a few lines above, I guess that would be the NG+ variant. { "Id": "444978067", "Language": "SFX", "ShortName": "MUS\\Score\\Special\\MUS_MainTheme.wav", "Path": "SFX\\MUS\\Score\\Special\\MUS_MainTheme_4AD2F5A2.wem" }, Either that, or the "NewGame" entry a bit below. However, to me, this sounds (reads, i have not listened to it) more like the "intro" music during the an actual creation of a new savegame. when starting the game. { "Id": "471598494", "Language": "SFX", "ShortName": "UI\\MainMenu\\BGSLogo\\UI_StartNewGame_C_01.wav", "Path": "SFX\\UI\\MainMenu\\BGSLogo\\UI_StartNewGame_C_01_10C4C929.wem" }, Hope this helps (if it even applies).
Are you sure DaigojiGai? I get as well - before the actual audio replacer.. Its like the before the main loop starts - also on vanilla char (coz i'm still there)
So I am using an alternative method than editing the bk. I am placing the wem files into data/sound/soundbanks.
It is weird however in that the main theme still plays "briefly" before my modded wem track starts. This happens in my mod, and others that drop a wem into the soundbanks folder.
I assume this works for player voices as well right? I want to change the pitch of the player grunts, but when I convert them to .wem and replace them in game they don't seem to show up.
Doesn't work for me. I converted a .wav to .wem a few days ago trying to replace the background music without this guide and file. It didn't work, just played the normal menu theme. Following the guide and using this file gave me the same result.
Just adding some more info - This will not work with NG+. NG+ changes the main menu. We need to figure out where the template for NG+ is and the wem file # id.
22 comments
--> Project v0.2
However, I do recomend to use Badbonez instructions:
--> New Project
Both have been added to the "Video Section".
---
Lucky someone did a wem sorter:
--> https://www.nexusmods.com/starfield/mods/2405
What I've done to successfully convert wav to wem with Wwise is:
1) Create a new project, whatever you like to call it.
2) Under Project Explorer click the Audio tab (amongst the tabs that say things like Game Syncs, etc.)
3) Under Interactive Music Hierarchy, right click Default Work Unit>Import File.
4) Add as many files as you like
5) Under Default Work Unit you will see a list of your imported files. Select Default Work Unit and right click (or shift-c) and select convert - this will convert all the files in that work unit. (Alternatively, you can select individual files and convert them one at a time.)
6) Look in your project folder under .Cache>Windows>SFX to find your files.
7) Rename and move to the soundbanks folder.
Should be good to go. (I tried both the default conversion settings and Vorbis High Quality and didn't notice any difference in file size or sound quality, YMMV)
If I just Import Audio files and then go to Project>Convert All Audio files, for some reason the music does not play. And the file size is different than the above method. Maybe someone more experienced will be able to make this process simpler. I just picked this program up today, ad used it for a couple hours (at the time of this writing).
I'm working on a batch file that will play from a random selection of music files, it works but still needs some polishing. But without a simpler method of converting files, it may be some time.
Hope this helps someone.
------------------------------------------------
Main Menu Sound Replacers
While I've already spent more hours than I'd like to admit, this is what I've figured so far.
Listed in "Credit" would be nice, but is not required.
Foreground
* MUS_MainTheme
* 444978067 (1+2 & 5+6 / 8)
* Does that "thack" sound at the BGS intro
* I replaced this with 0 byte file
* 456350239 (3+4 & 7+8 / 8)
* Vanilla, First playthrough
* NewGamme+
* ???? Todo...
Background
* StartNewGame
* BGSLogo\\UI_
* 471598494 (1+2 & 7+8 / 12)
* Replaces intro logo "wuuush"..
* Foreground for intro
* I replaced this with 0 byte file
* 557711511 (3+4 & 9+10 / 12)
* Background to "wuuush"
* Background to MainMenuLoop.bk2
* *Could* be used as a NG+ replacers, but would play paralell to both, Vanilla & NG+ sound...
* Sepcial\\MUS_
* 856179784 (5+6 & 11+12 / 12)
* Plays the background of logo sound
* I replaced this with a short voice line
* For some reason, 444978067 / "thack" is still heared when doing "vice-versa"
I tried to use it with voices. I want to make voice localization(s) using my company's AI tools (voice copy, translation etc.)
Sadly, no single voice wem file was converted correctly. Some just showed errors in wem to wav convertor, and some were converted to white noise files.
For example, Sam Coe files are located in sound\voice\starfield.esm\npcmsamcoe\ (you can get them from voice archives)
Do you know what is wrong, and is there any way to fix it?
Check the sticky by BadBonez, that actualy works better than my template projects.
That one works very easy!
And yes, im not even hiding it
Facts:
Within the file, we have typicly 4 values per entries.
{
"Id": "456350239",
"Language": "SFX",
"ShortName": "MUS\\Score\\Special\\MUS_MainTheme.wav",
"Path": "SFX\\MUS\\Score\\Special\\MUS_MainTheme_DA0D9431.wem"
},
ID is the value we name our wem file, in this case - as in relation to the project, that would result in:
- 456350239.wem
This is also an existing file, as we see in the same directory of where we had found the json-file.Guessing:
Now for the language, here SFX, tells the game how to handle the file.
I would guess, that it might look for different parameters that one can set within Wwise.
ShortName and Path, seems to be something like a backup reference as to know what the files were originaly called, these serve as identifiers for us to figure where and/or how the audio file is being used.
Conclusion:
As we find just another "MainTheme.wav" entry a few lines above, I guess that would be the NG+ variant.
{
"Id": "444978067",
"Language": "SFX",
"ShortName": "MUS\\Score\\Special\\MUS_MainTheme.wav",
"Path": "SFX\\MUS\\Score\\Special\\MUS_MainTheme_4AD2F5A2.wem"
},
Either that, or the "NewGame" entry a bit below.
However, to me, this sounds (reads, i have not listened to it) more like the "intro" music during the an
actual creation of a new savegame.when starting the game.{
"Id": "471598494",
"Language": "SFX",
"ShortName": "UI\\MainMenu\\BGSLogo\\UI_StartNewGame_C_01.wav",
"Path": "SFX\\UI\\MainMenu\\BGSLogo\\UI_StartNewGame_C_01_10C4C929.wem"
},
Hope this helps (if it even applies).
I renamed the file to 471598494.wem and it works in new game plus!
YOU FIGURED IT OUT! F'ING HERO!
I get as well - before the actual audio replacer..
Its like the before the main loop starts - also on vanilla char (coz i'm still there)
I've tried it with 3 different music tracks and all of them replaced the NG+ menu when I renamed them.
So 456350239.wem is for main menu music on a first playthrough, 471598494.wem is for NG+ main menu music replacement.
That is, if someone just wants to drop files and not do a total replacement using your template.
I am actually now inspired to do a full menu conversion using your tutorial.
Its just that your statement confuses me with the experience i had.
Have you seen the video?
https://youtu.be/IRK0dAsxgrQ?t=420
Listen to the audio that plays when i start the game. (make loud, my game is stupid silent in this video.. idk why)
I am placing the wem files into data/sound/soundbanks.
It is weird however in that the main theme still plays "briefly" before my modded wem track starts.
This happens in my mod, and others that drop a wem into the soundbanks folder.
So, what do you mean by "using an alternative method than editing the bk"?
If you watched any of the 2 videos, you might know why i'm not fond of replacing any voices myself..
My webcam sucks for audio - i need a proper mic
Figured, you do need to replace the existing file, cant add a new one.. sadly...
Then should work.
Just before uploading version 0.2, i've created like 5 variations using that method.
Should i make a video to explain and show?
--> Project v0.2
However, I would recomend to use Badbonez instructions:
--> New Project
NG+ changes the main menu. We need to figure out where the template for NG+ is and the wem file # id.