• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Sound Is there a way to use the packaged .txt for soundbanks as a definition file?

Paultron

Active member
Dec 6, 2015
43
0
Trying to rebuild the sound FX assets for the game. I have all the assets I need and am trying to package new soundbanks. Is there a way to use the included .txt files as definition files for the soundbank? The format is throwing Wwise off, but I'd like to avoid building up a new event and trigger structure from scratch- I don't even know if the game would allow such a thing, not even mentioning the required work.
 
Posting to answer my own question, because no one likes to find a thread pertaining to their question with no answers
Yes, KF2 will use rebuilt soundbank event structures, and it's not as time consuming as you'd think to build off TW's .txt file as a blueprint.
game parameters are tricky, but doable.
good luck people from the future.
 
Upvote 0