If possible, could you please add these songs: "Back to Normal", "All Downhill", and "The Pilgrim (Acoustic Ver.)"? I believe they would suit the atmosphere of the camp save quite well.
P5 was fantastic. Odd how I found it incredibly relaxing to play while also having 10 different reference tabs open on my phone.. Beneath the Mask looped though during the daytime parts and it never got old. Somebody put a 10 hour loop on yt for studying or something so if the game is going with the more ambient thing then it does that pretty well.
I followed this tutorial: https://www.youtube.com/watch?v=06ep83RM37I If you want your modified audio to be controlled properly by the game’s audio system (e.g. volumes, switching), you need to do one extra step: When you import your .wav file into Unreal Engine (as shown in the tutorial), double-click your SoundWave asset and manually set its properties to match the original asset’s values from the FModel JSON. Note: If any property requires referencing other assets (e.g. SoundClass), just recreate a dummy asset with the same name and folder path described in the original JSON. Make your SoundWave point to this dummy reference. When packaging, only assign your actual SoundWave to the chunk — do NOT include the dummy assets. This way, the game will load your modded audio but still find and use the original resources for everything else. After this, just follow the tutorial to export your mod as usual.
Nikke has alot of good music but those last 2 ones u choosed are horrible. I hate those songs. should had chose unbreakable cosmograph TuNGSTen The Clarion call Our hometown Hero should choose the songs with sick lyrics instead of of those 2 bad ones
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https://www.youtube.com/watch?v=06ep83RM37I
If you want your modified audio to be controlled properly by the game’s audio system (e.g. volumes, switching), you need to do one extra step:
When you import your .wav file into Unreal Engine (as shown in the tutorial), double-click your SoundWave asset and manually set its properties to match the original asset’s values from the FModel JSON.
Note: If any property requires referencing other assets (e.g. SoundClass), just recreate a dummy asset with the same name and folder path described in the original JSON. Make your SoundWave point to this dummy reference.
When packaging, only assign your actual SoundWave to the chunk — do NOT include the dummy assets. This way, the game will load your modded audio but still find and use the original resources for everything else.
After this, just follow the tutorial to export your mod as usual.
unbreakable cosmograph
TuNGSTen
The Clarion call
Our hometown
Hero
should choose the songs with sick lyrics instead of of those 2 bad ones