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How to create voice mods (9.14 version and onward)


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MajorRenegade #1 Posted Mar 10 2016 - 23:00

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Hello, today I will teach you how to create voice mods with .bnk(wwise) format for 9.14 patch and onward.

 

Let get started with the programs you will need

 

1. Install the Required tools/programs:
Audiokinetic WWIS (free for non-comercial use) https://www.audiokinetic.com/download/

Audacity (freeware) http://audacityteam.org/download/
Notepad ++ (freeware * optional) https://notepad-plus...oad/v6.8.3.html
Tools for packing and converting files .bnk and .wem http://www.mediafire...ju/soundMod.zip

 

Useful Video tutorial

 

 

Step 1: Unpacking the Voiceover.bnk
1. Unzip soundmod.zip to a random location on your computer(desktop best)

 

2. Go to worldoftanks/res/aduioww folder and copy voiceover.bnk

 

3. paste voiceover.bnk in your soundmod folder(in the same folder that have soundfileeditor.exe in it)

 

4. Open up sound_banks.txt with notepad++. replace the word WOWS_SP with voiceover

 

5. Then double click on Soundfileditor.exe.
It will open up a command panel window, let it run as it unpack the voiceover.bnk into a new folder.

 

6. copy everything in soundmod/tools folder(convert2ogg, packed_codebooks_aoTuV_603, revorb and ww2ogg file)

 

7. Next go to soundmod/voiceover/bank_streams folder.  
Paste the all 4 tools you just copied and paste it inside the bank_streams folder

 

8. Double click convert2ogg.batch file.
It will open a new command panel, let it run as it convert all of the stream files into ogg audio formats

 

9. Open Audacity. click the file tab. Select the Edit Chains ... Click Add. Type in the name of your chain, for example. Wav conversion

 

10. on the right side edit the chain. Click Insert. Select the ExportWav. Confirm OK

 

11. Next in Audacity. Click Apply Chain ... Check Wav conversion. Then Click Apply to files.

 

12. find the banks_stream folder you just created. Go down to the bottom and select "files of type: All supported files". select all of the ogg files and then click open.

 

13. Audacity will now convert ogg into wav format. Go to bank_streams/cleaned folder. Now you can now listen to the all of the voiceover sounds.

 

 


Edited by MajorRenegade, Mar 10 2016 - 23:39.


MajorRenegade #2 Posted Mar 10 2016 - 23:01

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Step 2: replacing voices and creating new .wem files

 

1. listen to each voice in bank_streams/cleaned folder.
example: the first wav in the list is 00c8d9aa.wav. When you listen to it, you will hear "We're on fire!"
So the best simple way is to edit the 00c8d9aa name and change the name to something easy to remember, like 00c8d9aa_weareonfire.wav.
it important that you keep the original numbers in the file name, it will make it easier to repack if you know what number it belong to.

 

2. Once you have make notes of all of the voices of each wav audio file.
Get your new voices from where ever you get it from. create a new folder and place your new voices in it. So you don't mistaken it for the game version of the voices.

 

3. Start renaming your new voices you have. Start renaming them with each number. I just find it easier just copy 00c8d9aa_weareonfire and find what voice you're planning to use to replace it with. replace the voice name with 00c8d9aa_weareonfire.
Repeat the step with all of your voices till you rename them all.

 

4. Once you have finished renaming all of your new voices. Open up Wwise.

 

5.  Launch it to see the screen for creating and loading projects Press "New".

Spoiler

 

6.  Fill in the "Name" (if required) and "Location" fields. Windows platform In the Import assets to project, deselect all fields Press Ok.

Spoiler

 

7. Press "Close".

Spoiler

 

8.  Grab your .WAV file (or any required piece of it) and drag it to "Actor-Mixer Hierarchy". Press the "Import" button below.

Spoiler

 

9.  Now, we can see the .WAV files we have just added

Spoiler

 

10. Go to the "SoundBanks" tab.

Spoiler

 

11. Right-click on "Default Work Unit" and select "New Child"->"SoundBank". The newly created bank will appear below.

 

12. Now go back to "Audio" and press F7.

Spoiler

 

13. Let's transfer all our files onto the newly added bank.

Spoiler

 

14. Right-click on our selected sound files and select "Multi Edit". The "Multi-Editor" screen will appear. Go to "Audio"->"General Settings"->"Stream" and tick "Is Streaming Enabled".

Spoiler

 

15. Tick the bank, "Windows" and "English (US)".

Spoiler

 

 


Edited by MajorRenegade, Mar 10 2016 - 23:11.


MajorRenegade #3 Posted Mar 10 2016 - 23:02

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16.  Go to the "ShareSets" tab. In the appearing tree, open "Conversion Settings"->"Default Work Unit"->"Default Conversion Settings".

Spoiler

 

17.  In "Format", select "Vorbis", and select "6" for "Quality".

Spoiler

 

18. Close the window and press "Generate".

Spoiler

 

19.  Close the window(Wwise)

 

Your files may be found in the folder we specified in the "Location" field. Exact address is as follows: YourLocation/ProjectName/GeneratedSoundBanks/Windows (mine was stored in Documents/WwiseProjects/(your project name)/.cache/Windows/SFX folder)
The files you need are .WEM files with numbers in names. To differentiate between the files, open the .TXT file with the name of the bank. It contains names with numbers and their corresponding 'old' file names.

 

 

 

Step 3: Repacking your new voiceover.bnk


1.  Once you are done creating new .wem files with Wwise. Go to soundbank/voiceover and open data.text with Notepad++

 

2. Ok find your .wem files you just created. (mine was stored in Documents/WwiseProjects/(your project name)/.cache/Windows/SFX folder)
The .wem files will have random numbers at the end like "_5BEAF6AD". Ignore that, it not imporant.
My easiest way to repack the .bnk is to rename all of your wem files to the original number, just like it came out of the voiceover.bnk. file
To do this, just delete everything else in the wem name and keep the original number
example: 00c8d9aa_weareonfire_5BEAF6AD.wem to 00c8d9aa.wem

 

3. Once you finish renaming all of the wem. Move all of your new renamed wem files to soundmod/voiceover folder(same folder that have data.text in it)

 

4. Go back to your Data.text in Notepad++.
Click Search. Select "Find". Then paste 00c8d9aa in the "find what:" search bar. Then click "Find Next"
It will take you directly to your number. 00c8d9aa=#
Now paste 00c8d9aa in between = and #. So it look like this 00c8d9aa=00c8d9aa.wem#
don't forget the .wem part(it need it full file name for it to work)

 

repeat this progress with all of the other wem files

 

5. Once you're done entering Data in the data.text after saving it. Go back to your Soundbank folder and double click Soundfileditor.exe.
It will open the command panel, it let run.

Once it done, go to your soundmod/Output folder and you will find your new modded voiceover.bnk file.

 

 

Extra Step: Amplify your voices

If you feel like the voices are way to low in game. Not easy to hear.

1. Open up Audacity

2. import your voice wav audio file. File>import>audio 

3. Then click Effect at the top. Click Amplify

4. A small window will pop up. Type in a number for Amplification (dB). I use 5.00 because it just right for me, but you're free to use any other numbers.

5. click box "Allow clipping", then click ok.

6. Then File>export audio and save it as wav format

 

Hope you all find this guide useful

 

 

My sample of a working Voice mod  for World of Warships by using this same method

 

 


Edited by MajorRenegade, Mar 11 2016 - 17:52.


soslo #4 Posted Mar 10 2016 - 23:06

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Instructions unclear, used megaphone to shout at neighbors. +1

 

In all seriousness, can I use this to create my own 6th sense sound?


Edited by soslo, Mar 10 2016 - 23:08.


Satchel_Charge #5 Posted Mar 10 2016 - 23:11

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+3

MajorRenegade #6 Posted Mar 10 2016 - 23:31

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View Postsoslo, on Mar 10 2016 - 14:06, said:

In all seriousness, can I use this to create my own 6th sense sound?

I not sure yet



Cl0r0x_4_U #7 Posted Mar 10 2016 - 23:40

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thanks

mattwong #8 Posted Mar 11 2016 - 00:18

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Big thanks for doing this work for the community!

KCTheCat #9 Posted Mar 11 2016 - 03:55

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Thanks for this. The mod I was using doesn't work anymore, and this should be a fairly simple process (albeit time consuming) to convert it over.

MajorRenegade #10 Posted Mar 11 2016 - 05:34

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Updated step 3.3 I forgot a very important step, *brain fart*

Block Quote

3. Once you finish renaming all of the wem. Move all of your new renamed wem files to soundmod/voiceover folder(same folder that have data.text in it)

 

if you're already working on a voice mod using this guide, sorry in advance :hiding:


Edited by MajorRenegade, Mar 11 2016 - 05:34.


xWarHammer1992x #11 Posted Mar 11 2016 - 07:27

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Any chance you could re-do Aznoodle's Team Fortress VM for me? 

Trombose #12 Posted Mar 11 2016 - 10:57

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Thank you for making this, the voice over sound mod I have been using for years no longer works, now I know how to fix it.

It doesn't feel like tanks if my commander isn't constantly shouting Allahu Ackbar every time I fire or get shot.

 

Edit: I have a question, do you know where the new engine / gun sounds are located? I positively hate the new sounds with a passion, so much so that they may end up making me not play anymore, I still have all of the old sound files and I would like to swap the new ones (which I can't find the location of) with the old ones.

 


Edited by ThinkingOfYou, Mar 11 2016 - 11:02.


RageOvSparta #13 Posted Mar 11 2016 - 13:42

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Can I use this method somehow to just convert my current .fev and .fsb files into a bnk file so I don't have to completely remake it? I don't even have the sounds anymore. 

chuckm129 #14 Posted Mar 11 2016 - 15:00

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Thank you Thank you Thank you Thank you!!!! You are awesome!

MajorRenegade #15 Posted Mar 11 2016 - 16:23

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View PostxWarHammer1992x, on Mar 10 2016 - 22:27, said:

Any chance you could re-do Aznoodle's Team Fortress VM for me? 

no

View PostThinkingOfYou, on Mar 11 2016 - 01:57, said:

Edit: I have a question, do you know where the new engine / gun sounds are located? I positively hate the new sounds with a passion, so much so that they may end up making me not play anymore, I still have all of the old sound files and I would like to swap the new ones (which I can't find the location of) with the old ones.

 

Look like I found it at worldoftanks/res/packages/audioww.pkg.   Open it with a zip program(I use 7zip) "Open Archive" to view the files inside. They all contain .bnk and .pck files.
You can drag each one (.bnk) onto your desktop and then use the Step 1: Unpacking of the guide to unpack it to listen to the sounds.

I not sure which one contain the gun sounds. But I think I'm sure the files that start with eng_(random name) contain the engine sounds

View Postchuckm129, on Mar 11 2016 - 06:00, said:

Thank you Thank you Thank you Thank you!!!! You are awesome!

no problem.

View PostRageOvSparta, on Mar 11 2016 - 04:42, said:

Can I use this method somehow to just convert my current .fev and .fsb files into a bnk file so I don't have to completely remake it? I don't even have the sounds anymore. 

yes, just unpack the fev and fsb using fmod first. Then once you get all of the sounds out of it. Now you're ready to put them into .bnk format


Edited by MajorRenegade, Mar 11 2016 - 16:53.


MajorRenegade #16 Posted Mar 11 2016 - 17:52

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Added a extra step to guide

 

Block Quote

Extra Step: Amplify your voices

If you feel like the voices are way to low in game. Not easy to hear.

1. Open up Audacity

2. import your voice wav audio file. File>import>audio 

3. Then click Effect at the top. Click Amplify

4. A small window will pop up. Type in a number for Amplification (dB). I use 5.00 because it just right for me, but you're free to use any other numbers.

5. click box "Allow clipping", then click ok.

6. Then File>export audio and save it as wav format

 

 



Kyphros #17 Posted Mar 11 2016 - 18:19

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Greetings,

 

In the past I've made voice mods for WoT's french community but I've abandoned WoT for a long time (especially for the performance issues at the time, which I found ridiculous)... And just today, someone asked me to update a mod that a few people fell in love with. Which I did with fmod, back when the 9.0 wasn't even a project at WG's headquarters.

 

Now I'm a bit lost with the upgrading process: is it possible to tie several files to a single in-game event? I can't see anything on your screenshots, the WG forums have compressed them so much that they're illegible. And I need to know that because I use a lot more files than WoT. My mod used more than 600 audio files last time I updated it...

 

I also know wwise's freeware version prevents me from using more than 200 files, which is another annoying thing, but I wanted to know if at least, it was possible to use a greater number of different sounds than WG for the same in-game events. Otherwise it's going to get bland really fast.

 

Thanks in advance.



MajorRenegade #18 Posted Mar 11 2016 - 18:53

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View PostKyphros, on Mar 11 2016 - 09:19, said:

Greetings,

 

In the past I've made voice mods for WoT's french community but I've abandoned WoT for a long time (especially for the performance issues at the time, which I found ridiculous)... And just today, someone asked me to update a mod that a few people fell in love with. Which I did with fmod, back when the 9.0 wasn't even a project at WG's headquarters.

 

Now I'm a bit lost with the upgrading process: is it possible to tie several files to a single in-game event? I can't see anything on your screenshots, the WG forums have compressed them so much that they're illegible. And I need to know that because I use a lot more files than WoT. My mod used more than 600 audio files last time I updated it...

 

I also know wwise's freeware version prevents me from using more than 200 files, which is another annoying thing, but I wanted to know if at least, it was possible to use a greater number of different sounds than WG for the same in-game events. Otherwise it's going to get bland really fast.

 

Thanks in advance.

from what I have heard. There at least 3-5 different voices for the same event in Wows. Like "Enemy Battleship sunk".  And you can replace each one with a new random voice just fine.

So I do expect the same goes for voiceover.bnk for WoT.

 

Also you can do them in batches in Wwise, like 100 at a time till you convert them all


Edited by MajorRenegade, Mar 11 2016 - 18:56.


Trombose #19 Posted Mar 11 2016 - 19:00

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View PostMajorRenegade, on Mar 11 2016 - 10:23, said:

Look like I found it at worldoftanks/res/packages/audioww.pkg.   Open it with a zip program(I use 7zip) "Open Archive" to view the files inside. They all contain .bnk and .pck files.

You can drag each one (.bnk) onto your desktop and then use the Step 1: Unpacking of the guide to unpack it to listen to the sounds.

I not sure which one contain the gun sounds. But I think I'm sure the files that start with eng_(random name) contain the engine sounds

 

Thank you, now I can convert over all of the old gun and engine sounds.

MajorRenegade #20 Posted Mar 11 2016 - 19:13

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View PostThinkingOfYou, on Mar 11 2016 - 10:00, said:

 

Thank you, now I can convert over all of the old gun and engine sounds.

just remember this step

Block Quote

4. Open up sound_banks.txt with notepad++. replace the word WOWS_SP with voiceover

 the name in sound_banks.txt must match the name of the .bnk file you're unpacking

example: eng_ford.bnk, you replace Wows_sp with eng_ford






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