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How to make a SPT voice mod
- Unity Hub
- Unity Version 2022.3.43f1
- Visual Studio (I'm using 2022)
- Voice Lines
So first we need to get the 2022SDK from Welcome To Tarkov's discord server (the link can be found on any WTT mod). It will be within their tools channel.

After downloading put it in a safe place. Now we need to open Unity Hub and Add project from disk and select WTT-SDK-2022 Public.
Then you can open the project. If you didn't install the unity version it will ask if you want to download it.
Now within the unity project create a new folder called Voices. Open it then make 2 more folders named name_audio & name_voice. Example:
- Voices
- leon_audio (all audio clips go here as .wav files)
- leon_voice (this is where you map the audio)
I use Audacity for chopping and editing the audio clips. Using the Amplify affect can fix the audio if it's too quiet in game.
Within your voice folder there are 2 things you need as a requirement. A voice and a tagbank for OnMumble. You can add these by right clicking the empty space in the Project window:

Within the Voice you will add your tag banks:

Now for the tag bank you need to set a trigger, add a spread group, add a clip, and set the event. Also try to match what I have:

You will then plug your audio into the clip section and that's it for voice setup. You can now add any other tag banks with different triggers for all your other audio using this example and try different values to experiment. Two interesting areas are Mask and Chain Event event. Mask can help different play voice lines based on the situation. Chain Event event is like a additional trigger, I use it for the Tag Banks (Hurt Light & Hurt Medium). I set their chain event to OnAgony so when your running on a broken leg it plays the Hurt Light and Hurt Medium voice lines.
Now that the audio and voice is complete, you need to make them asset bundles. For this go back to the Voices folder and select name_audio. Within the Inspector window at the bottom you should see AssetBundle:

Select None and click New…, Type name_audio. Then select None on the right and clock Bundle. Now do the same for name_voice.

Now click the window tab at the top and select AssetBundles Browser.

With this window press the Configure tab and press the refresh button. You should see your Asset Bundle.

Now click the build tab and set your Output Path and hit Build.
To make this a lot easier go to my Github repository for the mod and download the zip.

This will help us later in the final part where we put it all together. So within the VisualStudioProject folder you can rename the .sln file and open it. Now modify the main.cs file with your mod information. Here are the sections to change:

Once those are changed you can now build the code. The Name will match what you named the .csproj file.

Now it should have created a .dll file in this location:

So when you downloaded the zip from my Github it has a folder named JellyVoices. This will be your Mod with some tweaking. The important part of it is the file structure you need. You can rename the folder in these areas (red = rename, blue = replace, green = delete):

We will update the bundles.json and JellyVoices.json: bundles.json: change "Hunk" to your voice name and fix the bundle name.
{
"manifest":[
{
"key": "voices/Hunk/Audio/hunk_audio.bundle",
"dependencyKeys": []
},
{
"key": "voices/Hunk/Voices/hunk_voice.bundle",
"dependencyKeys": [
"voices/Hunk/Audio/hunk_audio.bundle"
]
}
]
}
JellyVocies.json: change "Hunk" to your voice name and fix the bundle name. Go to this website and have it generate a NEW UNIQUE mongoid https://nddapp.com/object-id-generator.html. Now take that and replace the "690de7656fad179852fba257" with it.
{
"690de7656fad179852fba257": {
"locales": {
"en": "Hunk"
},
"name": "Hunk",
"bundlePath": "voices/Hunk/Voices/hunk_voice.bundle",
"addVoiceToPlayer": true
}
}Once everything is changed its done your mod is complete. When you want to update and add things just reference the file structure and .json files. Have fun.