However, SFX files are not useful in this instance since we're not making a new common.bnk, these sounds are to be munged and loaded directly from the sound.lvl The bnk section will look for ASFX and SFX files. Next, you'll need to set up the REQ files. These sounds, ideally, should be saved as 22kHz mono wav files. These can be called whatever you want but for simplicity's sake I'll go with MODcw, MODgcw, and shared.įirst, you'll need your sound effects placed into the effects folder.
The best practice here is to have an AU file for shared SFX (in this instance it would be the LEGO brick explosions upon death) and a separate one for each era. SND files - doesn't have to be for both, and you can have as many of these as you like. ASFX file for effects and streams called for CW (MODcw) REQ file for effects and streams called for CW (MODcw) Inside that, you'll also need two folders - effects, and samples.īasically, this is what the folder will look like: QuoteSND - this is the actual configuration file that stores what samples are called, pitch, volume, etc.ĪSFX - this is where the samples called by the AU are stored.Ĭreate a folder inside DataMOD/Sounds/worlds and name it whatever you want (most likely the three letter MOD name)
So, first off, there's two file formats you'll need to implement custom SFX: I'll be referring to the mod folder as MOD or DataMOD in this tutorial, but it'll be whatever you have named yours.