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Audio banks replacement and addition

Raytwo edited this page Sep 22, 2024 · 7 revisions

Caution

This feature currently does NOT support zipped mods!

Cobalt allows you to replace Wwise .bnk and .wem files by simply placing them in the appropriate directory in your mod.

Bank addition

Any .bnk file with a unique name (meaning one that doesn't already exist in the game) found within Data/Audio/GeneratedSoundBanks/Switch/ or its subdirectories in a mod will be added as a bank to be loaded permanently before any other bank in the game (such as BGM.bnk).

The following rules apply:

  • Custom banks will always be loaded before the game's.
  • Banks can have the same Events, but whatever bank is loaded first will prevail on the others.
  • Events cannot be merged if there are duplicates. This means that anything involving adding voicelines to any character in the game will involve a LOT of work and duplicate files unless a code mod is made to work around it.
  • Your bank is permanently loaded on boot, you cannot replace it while the game is running.

Loading order

Note

Bank and wem files are searched in the following order by the game

  1. Patch/Patch#/Audio in ascending order
    • Language directories
    • Common directory
  2. GeneratedSoundBanks/Switch
    • Language directories
    • Common directory

Adding music to the Skirmishes

For this purpose, you'll need to edit Music.xml and add a new entry to it.

Here is an example:

<Param Out="" EventName="BGM_DontSpeakHerName_ST_Play" Name="MID_BGM_DontSpeakHerName_ST_Play" Help="MID_ExtraBGM_Iron14" Condition="M000" Amiibo="" ChangeEventName="BGM_DontSpeakHerName" IsChange="true" Gid="GID_ルキナ" />

The attributes map out this way:

  • EventName: The WWise Event to execute when listening in the Reminisce menu in the protagonist's bedroom.
  • Name: The name to display for this track.
  • Help: The text to display in the bottom-left corner. Found in musicname.msbt, adding your own is possible as showcased here.
  • Condition: When does the track become available for use. Checking for global variables is allowed (check Amiibo entries).
  • Amiibo: Not really useful at a glance, maybe for the Amiibo Gazeebo?
  • ChangeEventName: The name of the Wwise Event used to play the track on a Field. This one is in charge of doing the transition between Map and Combat BGMs. If you do not intend to have a transition, simply reuse the same vale as EventName.
  • IsChange: Set to true if the track should be selectable during skirmishes. I'll still show up in the Reminisce menu even if false.
  • Gid: At a glance, no purpose.

Adding music to the Jukebox

For this purpose, you'll need to edit Jukebox.xml and add a new entry to it.

Here is an example:

<Param Out="" EventName="BGM_RoadTaken_Combat_ST_Play" Name="MID_BGM_RoadTaken_Combat_ST_Play" Condition="M000" />

The attributes map out this way:

  • EventName: The WWise Event to execute to play the track.
  • Name: The name to display for this track.
  • Condition: When does the track become available for use. Checking for global variables is allowed (check Amiibo entries).

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