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Sound Effect Replacement
Starting with v1.7.6 (and the test build here) it is now possible to replace the sound effects with WAV files. Before anything, we need to familiarize ourselves with the format that sound effects are in and some tips to make this easier.
- Sound effects are in XNB format which is MonoGame's compiled format.
- Before compilation, the sound effects were originally WAV files.
- XNB sound effects can be converted back to WAV (like with this webpage).
- It is much easier with the
Contentfolder from the v1.0.0 source code.
If you still have the original v1.0.0 release, it contains an archive named "source.7z" which has the pre-compiled WAV files. This is a much easier method to sampling and figuring out which WAV file is which.
Sound effects can be found in the ..\Content\SoundEffects folder. You will notice they have names like D360-01-01.xnb, D368-16-10.xnb, D378-08-08.xnb, etc. The important thing here is the name, as replacement sound effects just need to match the name of the sound effect you wish to replace.
- Name your WAV file to the sound effect you want to replace (example: "D360-01-01.wav").
- Drop it into the mods folder.
- Desktop: ..\GameFolder\Mods\SoundEffects
- Android: Storage:\Android\data\com.zelda.ladxhd\files\Mods\SoundEffects
- When the game plays the sound effect, it will load the custom WAV instead.
There really isn't much to it than that. Custom sound effects can also be in XNB format like the original sound effects, though it's completely unnecessary to compile them into XNB files. This is not covered here since the only "proper" way to do this is to compile them with MonoGame, but there are tools out there that can do it and they work. There is no advantage to compiling into XNB that I am aware of.
The game will only keep one "version" of a sound effect per provided name. This means if the Mods\SoundEffects folder contains a sound effect named D378-06-06.wav, this will be loaded first, and the game will not try to load D378-06-06.xnb from Content\SoundEffects.
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