From 23d4963ce7d7e66f92d1077a786a0632daa7f514 Mon Sep 17 00:00:00 2001 From: Heath Garvin <60587708+MinoDab492@users.noreply.github.com> Date: Wed, 10 Jul 2024 16:26:26 -0700 Subject: [PATCH 1/2] The very beginning of this (probably not great) docs page --- .../Development/Satisfactory/CustomMusic.adoc | 31 +++++++++++++++++++ 1 file changed, 31 insertions(+) create mode 100644 modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc diff --git a/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc new file mode 100644 index 00000000..97c2729d --- /dev/null +++ b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc @@ -0,0 +1,31 @@ += Boombox Tapes + +Adding Boombox Tapes can be confusing, but it doesn't have to be. Here we go! + +== Preparing The Audio (Wwise) [.title-ref]#(WwiseAudioImport)# + +To create Boombox Tapes, you'll need to use Wwise, the game's audio subsystem. This is made possible thanks to a mod by Th3Fanbus, Th3Tunes. +For the first part, you'll have to use Wwise itself. The interface can be a bit unintuative at first, though is pretty simple to navigate once you know what you're doing. Note that the audio files should always be in .wav, as that is what it seems has the best results. + +Once you're in Wwise, you will simply do the following. + +1. In the Project Explorer, on the left side of the screen, open the "Audio" tab. Then, right click on the Default Work Unit under the "Actor-Mixer Hierarchy", and click Import Audio Files. Then, in File Explorer, drag all your audio files into the box, the click Import. + +[NOTE] +==== +When naming the Soundbank, you must name it Mod_$YourModReference +==== + +2. Open the Soundbanks tab, and righ tlick on the Default Work Unit, then, in the new menu, go to Child > Soundbank. Now, double click on the new soundbank. Once it's opened, go back to the audio tab, and select all the audio element you added. Now drag them into the Soundbank in the middle tab that was opened. + +[NOTE] +==== +You can use Ctrl+Click to select multiple audio files +==== + +TO-DO: Finish the Wwise Instructions + + +== Importing Wwise Soundbanks To Unreal Engine [.title-ref]#(WwiseToUEImport)# + +Now that you've exported your soundbank, it's time to bring it in Engine. \ No newline at end of file From cad6ecffb07dc3f7c0c104c7ccecbea84e7af108 Mon Sep 17 00:00:00 2001 From: Heath Garvin <60587708+MinoDab492@users.noreply.github.com> Date: Wed, 10 Jul 2024 16:42:56 -0700 Subject: [PATCH 2/2] Update modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc Co-authored-by: xXdrewbaccaXx --- modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc index 97c2729d..9991eb6c 100644 --- a/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc +++ b/modules/ROOT/pages/Development/Satisfactory/CustomMusic.adoc @@ -16,7 +16,7 @@ Once you're in Wwise, you will simply do the following. When naming the Soundbank, you must name it Mod_$YourModReference ==== -2. Open the Soundbanks tab, and righ tlick on the Default Work Unit, then, in the new menu, go to Child > Soundbank. Now, double click on the new soundbank. Once it's opened, go back to the audio tab, and select all the audio element you added. Now drag them into the Soundbank in the middle tab that was opened. +2. Open the Soundbanks tab, and right click on the Default Work Unit. Then in the new menu go to Child>Soundbank. Now, double click on the new soundbank. Once it's opened, go back to the audio tab, and select all the audio elements that you've added. Now drag them into the Soundbank in the middle tab that was opened. [NOTE] ====