Killing Floor 2

Killing Floor 2

35 ratings
Payday 2 Sountrack
   
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Maps and Mods: Maps, Gamemodes
File Size
Posted
452.380 MB
7 Sep, 2022 @ 9:46am
1 Change Note ( view )

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Payday 2 Sountrack

Description
Replaces the game's combat music soundtrack with tracks from Payday 2. The music in main menu, between the waves and ambient are remained vanilla. I replaced each instrumental and vocal version of vanilla track with the same PD2 track, so no matter you turn music vocals on or off you will hear the same. The total music amount of PD2 I used in the mod is slightly lower than tracks amount of KF2, so few tracks are repeated but it shoudn’t be a big deal. Seasonal maps(Tragic Kingdom, Santas Workshop, Monster Ball, Airship) are replaced as well, they are stored in individual .bnk files except for Airship which is in the main .bnk file.

Installing

1. Subscribe to download the files. You may have to start KF2 to begin the download.

2. Locate and unpack the RAR file in:
SteamLibrary\steamapps\workshop\content\232090\2859930314\BrewedPC\WWiseAudio\Windows

3. Pick the one(s) you want and copy paste the bnk file(s) into:
\Documents\my games\KillingFloor2\KFGame\Published\BrewedPC\WWiseAudio\Windows
If you don’t have the path just create the exact folders yourself.
15 Comments
咖啡 21 Oct, 2023 @ 3:19am 
还有上一个版本的s21霰弹枪也是开火和换子弹音效做的屎一样
咖啡 17 Oct, 2023 @ 11:47am 
大佬可以做新发的mg3轻机枪的枪声么这破音效我今天刚玩了一把买了mg3就卖掉了这屎一样的音效太垃圾了
Dark Kill 24 May, 2023 @ 1:32pm 
@Necrilem You need to match the original menu music length to loop it properly (which is 2:48 long), if you put a song that has less than this, it will stop until reaches that time and only then will loop.

You can use this site to see the duration of ALL tracks if you need to: https://downloads.khinsider.com/game-soundtracks/album/killing-floor-2-gamerip-2015
Necrilem 23 Apr, 2023 @ 6:03am 
Hey so, i tried to play around and switch out the default main menu music. I managed to do that by converting it from .wav to .wem, renaming it to the right "code". BUT it only plays once and then stops, rather than looping while being in the main menu.

Could you maybe help me with how to fix that so it actually keeps playing?
Honestly pretty lost with wwise and how everything works here audio wise
Dark Kill 15 Sep, 2022 @ 5:24pm 
well i´ll try that as well, thanks for the answer
OFERABK  [author] 15 Sep, 2022 @ 4:10am 
ummm for me its pretty straightforward just turn it up using the volume slide
I have never tried using individual .wem files, if adjusting Wwise doesn't work, maybe you can turn up the volume before you process via Wwise?
Dark Kill 14 Sep, 2022 @ 11:05pm 
I use WWise to convert to .wem btw
Dark Kill 14 Sep, 2022 @ 10:43pm 
Do you have any tips on how turn up the volume of some songs? I started to mod some songs too, but 2 of them stayed with a low volume in game, while the rest was ok
The Room 13 Sep, 2022 @ 6:30pm 
Alright, I'm going to figure it out, thanks for the info m8 :47_thumb_up:
OFERABK  [author] 13 Sep, 2022 @ 6:25pm 
Some tips of my experience
1. The Wwise editor Tripwire provided has a total file limit up to 200, so you should delete most files inside Wwise that are irrelevant to your mod, except all the default work unit and Master-Mixer Hierarchy, otherwise you won’t be able to generate soundbank files
2.Usually each soundbank contains only the relative audio files, for instance a soundbank for a weapon wouldn’t contain anything from other weapons unless its re-used. You can check the corresponding events to confirm that. As for soundtracks, all the combat tracks for common maps, and three tracks from Airship are stored in MACT, tracks of other seasonal maps are stored in seperate soundbanks. MMU contains only tracks in main menu. AMB contains the tracks between waves, again seasonal maps have different soundbanks except for Monster Ball which is in its MACT bnk.