OBR Music Tool v0.2.0
OBR Music Tool now replaces sound effects as well as music, with previews for everything.
What's new
Sound effects, not just music
- Every sound effect in the game can be replaced the same way as the 28 music tracks: ~1,190 sounds, ~5,700 audio files, organised in tabs at the top of the inventory — Music · Menu & UI · Weapons · Magic · Creatures · Player & NPC · Doors, Chests & Traps · Environment & Weather · Cinematics · Other (Dialogue is a placeholder for a later update).
- Sounds carry the game's own names (for example
obj_drs_chest_open, source fileal_obj_drs_chest_open.wav) instead of numeric ids. A built-in index, generated from the game files, maps every name to its Wwise media ids. - Each tab shows 50 sounds per page; the search box filters the whole tab by sound name, group and source file name.
Variations
- Sounds with several variations (the random alternatives the game picks from) expand with the ▸ arrow. Each variation can be played, replaced or removed on its own; Replace on the sound itself still covers all of them, and partially replaced sounds show as partial.
- The app tells you when a sound shares its audio with other sounds (some menu clicks are used by 90 actions) and flags the few weapon-impact sounds whose soundbank embeds a copy of the audio ("may not replace cleanly").
Play everything
- Music previews from the game's loose mp3s as before. Sound effects are read straight out of the game's pak (read-only) and decoded in the app, so you can hear the original before replacing it. A replaced sound previews your file instead.
Under the hood
- One encode per distinct source file, however many sounds it is assigned to; a 3-variation sound becomes 3 entries in the pak.
- Release README lists replaced sounds grouped by tab. Playlists keep their format (
<wwise id> = <path>, one line per variation); playlists from 0.1.0 still open. tools/sfxindexrebuilds the sound index from any install (any drive) after a game update.
Known limitations
- Dialogue (voice lines) is not exposed yet.
- A handful of sounds use codecs that cannot be previewed (Wwise ADPCM / Opus); replacing them still works.
- Melee weapon impacts (
nws_weap_impact) may only partly take effect in-game — their soundbank carries its own copy of the audio. - The title-screen music loops at a fixed point set inside the game, so a replacement of a different length may loop with a gap or cut off (see the README).
- Xbox app / Game Pass installs are not supported.
About this build
The exe is code-signed with the Computer Works certificate (the developer's company; OBR Music Tool stays a free, open-source hobby project, see the README). A brand-new build can still get a SmartScreen "unrecognized app" prompt until it builds up reputation; More info > Run anyway, or build from source.
Requirements
Unchanged: Windows 10/11, Oblivion Remastered (Steam), and Wwise Authoring (free) for converting audio to .wem. Install instructions are in the README.