Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
You can check out this guide , its basically the same but you don’t need to swap out .wem files in the end, .bnk files work the same.
Also I recommend to watch these three videos, they gave me a huge help to start
https://www.youtube.com/watch?v=JCL1vd9QHsc
https://www.youtube.com/watch?v=POcPzf_XrGs
https://www.youtube.com/watch?v=AKYwmg8kCTU
first you can find a custom soundtrack mod in Workshop, I didn't look into it so can't help u about that
the way I used is to pack .wav files into .bnk files via Wwise, to do this:
1.You need the Wwise editor, Tripwire provided a built-up version of it that shows you what sounds they used in KF2, which can be found on their official modding page [wiki.killingfloor2.com].
2.You will need something to convert format, like turning mp3 files into wav, and if you wish to use the vanilla sound files you will additionally need something to unpack bnk files
3.Once you have set up Wwise and prepared your wav files you can begin to replace sounds on Wwise and generate a soundbank, which is the .bnk file I gave out in my mods.