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Creating a Voice SoundBank
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.
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.
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.
In the Master-Mixer Hierarchy, right click on Master Audio Bus
and add a new Child Audio Bus
.
Name it Bus_Voice_System
.
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.
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.
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.
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.
Follow the instructions here to add the Events you made to your SoundBank and then export your project.