Hi,
I’ve recently been playing around with modding and am currently attempting to mod audio files in a game that uses FMOD. However, I’m struggling to get it working how I’d like, so I have a few questions that will hopefully get me back on track. I know you can mod audio files directly with a program called ‘Fmod-Bank-Tools’ which worked for my purpose, but I feel like this is a really messy way of swapping audio, and it seems to require you to repack an entire audio bank rather than just being able to add/swap specific files. So because of that, I’ve been trying to make a .pak mod that modifies the FMOD event files directly. I’ve set up the FMOD Studio to Unreal Engine pipeline, and have mimicked the game’s file structure for the files I’m attempting to change, but I’m having no luck in making it actually work. So here’s my questions:
- How does FMOD tell the game where the required audio file is? If an event plays in game, how does the event find the relevant files it uses?
- There are two files in particular that FMOD Studio generates when building for UE. AssetLookup and BankLookup located in FMOD/PrivateIntegrationData. These files aren’t really editable, and attempting to use a label to build them into a specific pak ID doesn’t work as they just get built into the base pak. Is this intended, and are these necessary for the packaged files, or are they just for the editor?
- The documentation on creating UGC isn’t entirely clear. It states that separate master banks can be created to load alongside the original master bank, but I can’t seem to find a way to make the game use the audio in the newly created banks. The answer to 1 & 2 may already answer this, but if not, how does UGC get integrated without affecting the original files?
I know the documentation suggests acquiring an FMOD Studio template from the developer, but that isn’t available in this case, so with these questions in mind, what would be the best way to implement UGC without altering any of the original audio banks?
Thanks in advance