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Replacing Sound Effects (Help please?)

I made a topic a little while ago asking for help opening bundle files. I've fixed that using AssetStudio. And I have created what I believe should be a functional mod to replace one sound effect.

I'm trying to replace the ui_hover.wav file in 7 Days To Die\Data\Addressables\Standalone\automatic_assets_sounds\ui.bundle.
1754999393622.png


I used the Unity3D Resource Bundle Multi-Asset Exporter to create ui.unity3d which contains one file, ui_hover.wav.

I then have a Config/sounds.xml file with:

<Sap>

<remove xpath="/Sounds/SoundDataNode[@name='ui_hover']/AudioClip[contains(@ClipName, 'ui_hover')]" />

<append xpath="/Sounds/SoundDataNode[@name='ui_hover']">
<AudioClip ClipName="#@modfolder:Resources/ui_hover.unity3d?ui_hover"/>
</append>

</Sap>

I've also tried default_hover, and a few other variations.


But, I can't get it to work in-game.

Is there an obvious step I'm missing? I'm not 100% sure on the pathing structure in the XML file?

Any help would be very much appreciated, as I can see myself spending a good amount of time replacing most/all of the sound effects in the game.
 
I would suggest removing the entire sounddatanode itself and then simply rebuilding it with the original name, but pointing at your custom sound.

So after the remove:

<SoundDataNode name="ui_hover"> <AudioSource name="@:Sounds/Prefabs/AudioSource_UI.prefab"/>
<AudioClip ClipName="#@modfolder:Resources/ui_hover.unity3d?ui_hover"/>
<LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="3"/> <MaxRepeatRate value="0.01"/> </SoundDataNode>

What I can't remember is whether or not "#@modfolder:Resources/ui_hover.unity3d?ui_hover" is a token or a direct link now. The way .unity3d files are handled changed a bit since v2.0. You *might* have to tack a ".wav" onto the end of the clipname. I just can't remember.
If that's the case, then it would be "#@modfolder:Resources/ui_hover.unity3d?ui_hover.wav"
 
Last edited:
I've legitimately just figured out how to make it work via a Harmony dll, with a custom bundle and audio manager.

Your way may work. But now that it's working, I'm just gonna roll with it :D
 
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