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Joined: Dec 2013
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Is there any update Larian can provide about the ability to add new sounds or music to a game? I still find this to be a major hole in functionality and it would be nice to get an idea whether we're likely or unlikely to ever see it. Even if we can't have full blown assets that can be associated with sound triggers or events, a simple API in the story and/or behavioral scripts to play an MP3/FLAC/OGG file packed in the mod folder somewhere would be really useful.

Thank you.


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I second this question. It's something that's deeply wanted \o/

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+1 to topic

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Bumping since no word either way from Larian, in case it was missed.


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Not much word on anything lol. They won't talk about what is in the works even though yhe players were the investors.

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I would also like a response to this. The level of depth that can be added to a package, even a simple skill mod or scripted story interaction, can be greatly improved by quality **custom** sound design that we don't have access to.

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I agree, custom sounds are rather essential. Any update on the topic would be much appreciated!

Last edited by Nimue_de; 22/01/18 03:20 PM.
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Hey everyone,
apologies for the late response.

The main initial hurdle is our dependency on the external code that handles the sound (WWise). To be able to even consider the feature, we have to communicate with the external company to find what the best possible way is to provide you guys access to (parts of) this proprietary solution. This communication step is where we are currently at. Hence, I currently have no concrete information to give in terms of development. Once I have a more concrete answer, I can come back to you on this smile

Sincerely,
Kevin


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Thanks for the update Kevin, it's appreciated!

What about the other brute force option of a story script interface to play sounds similar to what exists for playing movies? Is that not feasible?


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The idea is the same, but the availability of the tools is the problem.

Videos can be created publicly (For Bink specifically, bink 1 at least is public) and our video manager simply requires the appropriate video file as input.

The sound system behaves similar, but the sound files are not in a publicly available format. The sounds are imported into the external tool and specialized banks are created from that data. The solution concerns finding a way to make editing those banks available. Either through access to the proprietary bank creation tools, by creating and giving a sort of sound template file that wraps the minimal amount of proprietary files/encoding/.. or providing a custom solution for importing public file formats (which internally in code would again mean releasing some part of the code that interfaces with the proprietary system).

Sincerely,
Kevin

Last edited by Larian_KVN; 26/01/18 03:23 PM.

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I see. I was hoping there was pipeline or library interface at your disposal outside of WWise altogether for generating sound in the game but it sounds like you're wedded to a WWise solution or bust. Good luck, please keep us updated when more information comes in, whether good or bad.


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Hi! Any updates on this matter? Even if a workaround - if possible? Or results of discussions had with WWise?

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Originally Posted by 1stM8
Hi! Any updates on this matter? Even if a workaround - if possible? Or results of discussions had with WWise?

Yes, support for adding sounds was added in the Definitive Edition: https://docs.larian.game/Definitive_Edition#Sound_Modding

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Thank you Tinkerer for the quick reply and link!

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Awwwesome!! A custom campaign really doesn't get it's own personal vibe without being able to use custom music. Thanks a ton for including that Larian Studios!

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Where do I place the .Wav files? (which file folder)

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I just place mine under "../Mods/<mod name>/Localization" and that seems to work. Haven't packed it for external use though so I still need to test that.


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I assume this is dead in the water now?

I wonder why there is no simple support for .mp3 file formats? I don't even care that I can't set music through soundbanks or music triggers. I personally use the point sound triggers to play my music (and HUD music scripting in some events) but the size of the .wav files are super inflating the mod size. I'm down to 800megs (from 1.4gigs) and I know it could be even smaller if I can compress the music files and they be recognized by the engine/game.

anyways.. I'm not really expecting much, just a curiosity, really.

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Support for compressed audio was in fact added quite a while ago (before 27 March 2019 is the best I can tell), but I have to admit I don't know which formats exactly are supported.


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