Audio modding
After a long time, Audio modding is now possible (for Warhammer 3 at least!)
Wwise
The total war games uses an audio engine called Wwise. This is a very powerful, but complex system. If you want to audio modding, you also need to get a basic understanding of the tool.
WWise Naming
The first thing to understand, there is no names in wwise. When a wwise project is compiled (saved for use) the tool converts all the names into id strings. This is why the game has a ton of files called 9484940112.wem. At some point they were named Karl_Eating_Goblins.wem and so on, but that name is converted (hashed)
Wwise event structure
Everything in wwise starts with an event (apart from music).
There are two event types, Event and Dialog_event. After the event there is a chain of object that leads you to the actual audio played.
For example this basic event with will play a random sound from a collection of two.
Karl_Eating_Goblin_Event => Karl_Eating_Goblin_Event_ActionPlay => Random Container => Soundx.mp3, soundy.mp3.
They follow a basic pattern most of the time. Event => Action => Container (optional) => Sound(s)
The second event type is a dialog_Event. It has nothing to do with dialog, its a lookup table that results in container or sound object.
UnitVoiceActor | UnitType | SpottedFacton | Child |
---|---|---|---|
Orc_Female_1 | Ranged | Human | 123 |
Orc_Male_1 | Ranged | DarkElf | 456 |
OrC_Male2 | Melee | Orc | 678 |
When the even is triggered, the game sets a set of variables which are used to lookup the child node, which typically points to a Container which in turn points to sounds
Currently Dialog_Events can not be modded, but soon...