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Editing the Sounds of Music

Padme4000 edited this page Mar 12, 2022 · 10 revisions

Joke name aside this tutorial will be showing in general how to find the sound you want to replace/edit. With the end result hopefully making it so you can edit the base Cabin Music - More Variety mod by beccatoria and myself. That will be easier to edit than some examples in this tutorial as I made sure that package was remade to be easier to edit. I will show what it originally looks like compared to the mods version of the same package. I highly advise only remaking a package if you know what you are doing or testing thoroughly once you've done it.

Tools We'll Be Using

Legendary Explorer

  • Asset Database
  • Package Editor
  • Sound Explorer
  • AFC Compactor

ME3 Tweaks Mod Manager

  • ASI Manager (Streaming Levels HUD)

Getting Started

First we need to work out where we want to look at, to do this we want to use the Streaming Levels HUD asi so in game we can see what packages are being streamed, which will give us a good idea of what packages to look at.

Streaming Levels HUD

The Streaming Levels HUD ASI is super handy to help work out what PCC (package) you want to edit.

You can find it in ME3 Tweaks Mod Manager > Mod Management > ASI Mod Manager (see image 01)

Image 01

Once open click on the game you want to install the ASI for, then click on Streaming Levels HUD and then install ASI (see image 02)


Image 02

Then in game you get to the area you want to edit. On top left you will see green and yellow text such as image 03 below.


Image 03

So why do we do this? We do this to better work out what PCC we may need to edit in the area we go to. So when we use asset database we can search for all mentioned packages and open them until we find the one we believe the sound is being streamed from.

So from my image above we would assume the Cabin music is being streamed from BioD_Nor_101CabinMusic

Using Asset Database

So since we have a rough idea of which file we want to edit or look at we open Asset Database which can be found Legendary Explorer > Utilities > Asset Database (see image 04)


Image 04

If you have already scanned the game to create the database for the game you're editing it will look something like this (see image 05)


Image 05

For more detailed information on the other tabs we won't be using in this tutorial for Asset Database including setting up the database see this guide Finding in game assets quickly by Kinkojiro

However if you want to generate a new database go to Database and generate new database (see image 06)


Image 06

Now in the top right search bar type in the package you want to find, in this case CabinMusic (see image 07)


Image 07

Now right click the package and click open in windows explorer (see image 08)


Image 08

This will open the game folder with the package highlighted (see image 09) so we can copy the package into our dlc folder, this way if we edit anything it won't be editing the basegame file but a copy of it.


Image 09

Now don't close asset database as if we find out we need to edit another file we can search for it and copy that as well.

Locating the Sound

So now we want to open the package we copied in package editor. Found under Core Editors in Legendary Explorer (see image 10)


Image 10

Drag the package you copied into the part of the window of package editor that says welcome to package editor (see image 11)


Image 11

Open up the folder that says WWise Streaming. Wwise is the format used for the sounds in the game. Now when opened up you will see at the top we have two things that say play and stop, that have a positive number and then a bunch of files that start with negatives. (see image 12)


Image 12

If you ever see files that start with negatives this means the files are streaming from another package. If we scroll down this list until we find the ones with shepradio in the name we can see those are negative as well. This means Shepards music in the cabin streams from another package not the CabinMusic package (see image 13)


Image 13

Right click on one of the music files and then we want to click on Attempt to find definition of import, as the package editor says it will attempt to find the source of the import. But due to how unreal engine handles memory it may not be the one it uses. So far in most cases it has for me found the one it uses (see image 14)


Image 14

It will open a package file directly to a asset of the same name of what you wanted to search for. As we can see now the files are not a negative and in upper right it is the BioP_Nor (see image 15)


Image 15

Sound Explorer

Now if we wanted to straight replace this track or all these tracks we would right click the sound asset and Open in Sound Explorer (see image 16)


Image 16

Now if no other mods edited this file it would be okay, or you would need to make a patch for the other mod that edits it as well. However in this instance the BioP_Nor is used in a very popular mod, Expanded Galaxy Mod. So if we wanted to edit the sound in the BioP_Nor it would override EGM's if mounted above that mod. Or EGM would override ours if we were mounted below.

Cabin Music - More Variety

So this is where we come to why I've done the edits I have done for the Cabin Music - More Variety, I rebuilt the CabinMusic package to still work as it normally does, but to also not be streaming from BioP_Nor instead it directly uses CabinMusic for the music.

So what Cabin Music - More Variety does by having the sounds in that file, is it makes it compatible with EGM. And is why myself and beccatoria also made it so more music could be used via an extra playlist. In fact without beccatoria the second playlist would not be a thing, which is why the mod is as much hers as it is mine.

And also why we made it as a base for anyone who wants to make their own cabin music, though please read the permissions before doing so. As we put a lot of work into this mod to make it as a base for others.

Adding More Sounds

This is a really complicated process and not as easy as it sounds, sadly wwisebanks are pretty limited currently on what we can edit, and some things in the hex we don't know yet what does what. So maybe in the future you will find its much easier to do, but right now its definitely more complicated.

And another reason I planned on making a base for others to use, and then got the help of beccatoria with the sounds. We did many tests with the wwisebanks trying to work them out further, but they also changed from the Original Trilogy which made some things more difficult. As its sort of like starting from the starting line again as what you thought worked in OT doesn't in LE.

So this tutorial won't be going into adding sounds, maybe in the future it would be a good tutorial once more things are worked out.

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