Using RE_Kenshi to mod sound banks
Kenshi uses a sound engine called Wwise.
With RE_Kenshi, it is possible to replace existing sounds as well as add new ones.
This is done by creating a soundbank (.bnk file) with the sound(s) you want to add/replace.
Important note: Kenshi appears to require 44.1khz files. For best results, use 44.1khz .wav files.
Download and install Wwise 2014.1.3 here:
https://wiki.totalwar.com/w/Wwise_-_Audio_Modding
In RE_Kenshi's menu, open the DEBUG LOG tab and enable logging of audio IDs/events/etc.
Audio event names/etc will now be printed to the DEBUG LOG the first time they are used. Use this to find the name of the audio event you wish to change.
Note: this negatively impacts performance, so only leave this enabled while you're using it.
Open Wwise and create a new project.
Drag your sound file onto the Actor-Mixer Hierarchy Default Work Unit and hit "import".
Next, go to the "events" tab, right click on the Default Work Unit and create a new Empty Event.
Select your newly created event, and make sure it's name is identical to the Kenshi sound event you want to replace/add. In this example, I'm using the "Hover" event, which is triggered by hovering the mouse over the main menu buttons. (tutorial on finding event names coming soon!)
With the "Event Editor" still open, go back to the Audio tab and drag your sound sample onto the event's action panel.
Go to the "SoundBanks" tab and right click on Default Work Unit and create a new soundbank.
Double-click your newly-created soundbank to open the SoundBank Editor
Go back to the "Events" tab and drag your event onto your soundbank's hierachy inclusion panel
Go back to the "SoundBanks" tab, right-click on your soundbank, and click "Generate Soundbank(s) for current platform".
This will generate your .bnk file. The default output location is: Documents/WwiseProjects/<Project Name>/GeneratedSoundBanks/Windows
Copy your soundbank file to your Kenshi mod's directory. Create a file named "RE_Kenshi.json" at the root of your mod's folder.
{
"SoundBanks": [
"$(modroot \"sound_test\")/New_SoundBank.bnk"
]
}
(Proper documentation on the format of this json file is coming, for now, here's an example)