So I’m currently in the process of attempting to replace the mortar launch sounds for Demolitionist. I first attempted to simply drop the new sound files with identical names into: mods/<ModName>/resources/sound/skillsounds/class02
The sound files I’m attempting to replace are:
mortar_launch_01.wav
mortar_launch_02.wav
mortar_launch_03.wav
mortar_launch_04.wav
This didn’t work, even after building the mod.
I then tried adding both spak_mortarshot01.dbr (from Grim Dawn/database/records/sounds/skillsounds/class02/spak_mortarshot01.dbr) and mortartrap_electricalmortar1.dbr (from Grim Dawn/database/records/skills/playerclass02/pets/mortartrap_electricalmortar1.dbr) to the appropriate folders in my mod. No luck.
I then tried all of this again, altering spak_mortarshot01.dbr to use custom names for the sounds, and altered the names of the sound files. Again, no dice.
I’m completely lost here. Has anyone tried to do anything similar with any measure of success?
Edit:
Ah, and I forgot to mention. I made sure my .wav files are the same format as what Grim Dawn’s base .wav files for these particular sound effects are: 16 bit mono with PCM encoding.
While working on a Diablo 2 experiment with Modding in GD I found an online conversion progrom of .wave files (which can be rather large files) to the sound files that GD uses (though obviously you don’t have to do this for everything).
One thing that can be rather annoying is that changing enemies current volume setting on what type of sound they used to have to another sound. Sometimes I get really soft responses or extremely quick but most often nothing at all. Probably what you’re talking about at the bottom.
edit: I do think you’re issue is what I stated on the bottom. I think you have to change some numbers when it comes to the new sound that you want to use. I remember having to fiddle with a bunch of values for the Groble (changed to Fallen) sound effects in order for them to occasionally yell out “Rakanishu!”. Again sometimes you’ll get no sound at all and sometime a rush high pitch of the sound effect. Eventually with time, patience and so on you should get what you want.
This might be a stupid question, but are you using ‘Auto-Create Asset’ on your sound files in the Asset Manager?
I’ve got a working custom sound file in the Zenith mod, for the skills/zenithclass03/railgun.dbr file, using sounds/zenithclass03/snipe_sound.dbr which points to a sounds/zenithclass03/0001491.wav file.
You can check out the setup in the mod, as I’ve supplied all the sources.
For myself I was just copying enemy dbr’s the changing a few things with it. That is probably why the sound settings were already adjusted for the specific sounds for those enemies in which case changing the sound with something else would be buggy.
I’m not seeing the sound converter you’re speaking of, after doing several searches online and through the forums… Would it be possible for you to link to it?
I actually don’t see anything that even gives me the Auto-Create Asset option in the Asset Manager. So now I’m double confused.
I appreciate the feedback from both of you regardless, though! Thanks!
That solved the issue! Looks like it definitely wasn’t a dumb question, Ceno. I’m not sure why I wasn’t aware of this functionality before, but it works beautifully now. Thanks again everyone!
Yeah, for music that definitely appears to be true. But it looks like it’s .wav for all the sound effects, far as I can tell. I’m pretty excited - I was able to replace the launching and impact sounds for all the mortar projectiles. The ability has a hell of a lot more aesthetic oomph now!