Steamをインストール
ログイン
|
言語
简体中文(簡体字中国語)
繁體中文(繁体字中国語)
한국어 (韓国語)
ไทย (タイ語)
български (ブルガリア語)
Čeština(チェコ語)
Dansk (デンマーク語)
Deutsch (ドイツ語)
English (英語)
Español - España (スペイン語 - スペイン)
Español - Latinoamérica (スペイン語 - ラテンアメリカ)
Ελληνικά (ギリシャ語)
Français (フランス語)
Italiano (イタリア語)
Bahasa Indonesia(インドネシア語)
Magyar(ハンガリー語)
Nederlands (オランダ語)
Norsk (ノルウェー語)
Polski (ポーランド語)
Português(ポルトガル語-ポルトガル)
Português - Brasil (ポルトガル語 - ブラジル)
Română(ルーマニア語)
Русский (ロシア語)
Suomi (フィンランド語)
Svenska (スウェーデン語)
Türkçe (トルコ語)
Tiếng Việt (ベトナム語)
Українська (ウクライナ語)
翻訳の問題を報告
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
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
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?
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.