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Creating a Voice SoundBank

DogeThis edited this page Oct 28, 2024 · 15 revisions

Important

This page is still being worked on

Note

Make sure to read the instructions on this page before following the guides as the instructions here will provide extra details and context to the generic guides.

1. Prepare your WWise project

Before starting, make sure you have installed WWise and made a new project.

Before doing anything else, modify the Languages of your project to add support for Japanese voice lines to not run into issues when importing your voice lines.

2. Add a SoundBank to your project

You'll need to make a new SoundBank so you can add your Events to it.

Make sure to pick a name that is unique enough so that other mods do not risk a collision with yours.

3. Making the voice line bus

In the Master-Mixer Hierarchy, right click on Master Audio Bus and add a new Child Audio Bus.

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Name it Bus_Voice_System.

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4. Import your voice lines

Follow the instructions from this page to start adding voice lines and localizing them.

It is recommended to use Mono clips as stereo would make the files twice as heavy for virtually no difference.

Warning

Voice lines that require lip syncing require extra steps to tell the game which file to load

You can use Markers to add lipsync and expression information to your sound clips. These extra steps are currently not fully documented on this Wiki but will be added down the road.

Under Output Bus, Set them to play on the Bus_Voice_System bus. image

If you're using a container such as a Random Container, you can set all the voice clips to use a bus override of Bus_Voice_System instead of doing it for each clip.

4.b. Randomize your voice lines

Note

This step is not necessary if you only wish to use one voice clip for a specific Event

Create a Random Container and populate it with your Sound Voice items by following the instructions found here.

Feel free to play with the container settings as you like to get the best results.

5. Create the Events you want to implement

Follow the instructions to create a new Play Event and assign it your Sound Voice or Container.

The name of your event is important for Cobalt to know how to replace a character's voice lines or implement new ones. This list of Event names is available to help you with the process, but they need to be modified for Cobalt.

You must add the name of the target character to the end of event name, eg. V_Win_Yunaka for the V_Win event that'll only affect Yunaka.

6. Assign the Event to your SoundBank

Follow the instructions here to add the Events you made to your SoundBank and then export your project.

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