Launch EPIC GAMES LAUNCHER, and go to Unreal Engine > Library.
Then, create a new engine version > 4.25.4 > Launch it.
Create a new Empty project
Download Wwise Launcher (Register Free Version): Audiokinetic | Download Wwise
Launch Wwise Launcher
Create a new Wwise project
Select WWISE tab
Install a new version > 2019.2.10.7490
Select UNREAL ENGINE tab
Select your project and Integrate Wwise into Project...
Select WWise Version > 2019.2.10.7490.1917
After integration is complete
Select UNREAL ENGINE tab, and open project in Wwise
In Wwise editor, Select > Default Work Unit, Under Actor-Mixer Hierarchy
Right click Default Work Unit, and Select Import Audio Files (.Wav audio files only)
After importing audio files, right click the audio file
Select > New Event > Play
After creating New Event
Go to SandstormEditor > Insurgency > Content >
InitBank.uasset [Right click it, make it Read-only]
Go to SandstormEditor > Insurgency > Content > WwiseAudio > Windows
Select the following files, and make them Read-only:
You can disable Read-only or delete those files when you Verify/Update the editor.
Open Sandstorm Editor
Select Edit tab > Project Settings > Wwise: Integration Settings
Go to Installation: Wwise Project Path. Change it to your Wwise Project located in Documents folder.
Select Edit tab > Project Settings > Wwise: User Settings
Go to Installation: Wwise Windows Installation Path [ Select your Wwise folder]
Select Window tab > Wwise Picker > Event Folder (Close Wwise During this - Might crash Engine)
Inside Event Folder > Default Work Unit. Drag and drop the audio event into a specific location.
Create Audio Bank for your Audio Event [ Will be used to Build your sound linked to it]
Go to your Audio Event you made in #12 step.
Open it, and select the Audio Bank you made for it. [Save All]
Select Window tab > Wwise Picker > Generate Sound data
Select your Audio Bank > Windows > Generate
After doing this, Save everything. Note, you will not be able to save InitBank. Just ignore that.
When you test the sounds in Play window, you won't hear game sounds. You will need to restart the editor to fix that.
This will happen every time you Generate Sound Data
Packaging Custom Sounds
For packaging sounds to work, you will need to package your mod once. Do that now.
Create a folder anywhere or in your Editor installation folder, give it any name, or name it SoundMods.
Inside this folder, create a new .bat File. [Name it to your mod+sounds. Ex. ISMCsounds]
create a new Text File. [Name it to your mod+sounds. Ex. ISMCsounds]
For .Bat File: Copy this:
cd "D:\Unreal Games\Editors\SandstormEditor\Engine\Binaries\Win64\"
UnrealPak.exe "D:\Unreal Games\Editors\SandstormEditor\Insurgency\Saved\StagedMods\InfectedZombies\WindowsClient\Insurgency\Mods\InfectedZombies\Content\Paks\WindowsClient\InfectedZombiespakchunk-Sound.pak" -create="D:\\\\Unreal Games\\\\Editors\\\\SandstormEditor\\\\ModSoundList\\\\ZombiesSound.txt" -cryptokeys="D:\\\\Unreal Games\\\\Editors\\\\SandstormEditor\\\\Insurgency\\\\Saved\\\\CookedMods\\\\InfectedZombies\\\\WindowsClient\\\\Insurgency\\\\Mods\\\\InfectedZombies\\\\Metadata\\\\Crypto.json" -order="D:\\\\Unreal Games\\\\Editors\\\\SandstormEditor\\\\Insurgency\\\\Build\\\\WindowsClient\\\\FileOpenOrder\\\\CookerOpenOrder.log" -patchpaddingalign=1000000 -platform=Windows -compressi -compress
The path has extra \ this is because of Mod.io. Just remove one or here's a link to the clean text file: Save as .bat - JustPaste.it
You will need to make changes to all path, to your paths. They will package properly.
To find your mod paths, Go to > SandstormEditor > Engine > Programs > AutomationTool > Saved > Logs
You will find many text files, find the one with your mod name and Chunk0 or 1.
It should be similar to this: UnrealPak-ISMCpakchunk0-WindowsClient-2021.05.02-22.00.04
Open the text file, copy the path after [ LogInit: Command Line: ] and paste it somewhere to use it.
After that, replace the following .Bat files from Above:
cd "Your Sandstorm path, you only need to modify D:\Unreal Games\Editors\"
UnrealPak.exe " Here, you will need to copy the first " " Path from LogInit: Command Line: and replace the last path name. Example PackagedModpakchunk0-WindowsClient.pak with ISMCmod-Sounds.pak" This will be packaged into your mod after your run the .bat once.
-create="<UrDiskLetter>:\\<URPATH>\\SandstormEditor\\SoundMods\\YourModSound.txt" Text name you made.
-cryptokeys="Copy this path from <strong>LogInit: Command Line:</strong>"
-order="Copy this path from <strong>Loginit: Command Line:</strong>"
Delete -abslog from the LogInit: Command Line: you dont need it.
For Text File you made above, Copy this:
"D:\Unreal Games\Editors\SandstormEditor\Insurgency\Content\WwiseAudio\Windows\Baby.bnk" "../../../Insurgency/Content/WwiseAudio/Windows/Baby.bnk"
"D:\Unreal Games\Editors\SandstormEditor\Insurgency\Content\WwiseAudio\Windows\Baby.json" "../../../Insurgency/Content/WwiseAudio/Windows/Baby.json"
"D:\Unreal Games\Editors\SandstormEditor\Insurgency\Content\WwiseAudio\Windows\Baby.txt" "../../../Insurgency/Content/WwiseAudio/Windows/Baby.txt"
"D:\Unreal Games\Editors\SandstormEditor\Insurgency\Content\WwiseAudio\Windows\Baby.xml" "../../../Insurgency/Content/WwiseAudio/Windows/Baby.xml"
Now, all you need to do is, replace all the Baby. paths with your Audio Bank name, and correct the paths on the left only.
To find your Audio Bank file you made above, it will be located in: SandstormEditor > Insurgency > Content > Wwise > Windows > ISMCbank.bnk or json or txt or xml
You will need to include them inside of your ModSound.txt file you made above
Example for your paths:
Remove lines of text if they aren't needed or found after generating sounds inside of your Wwise folder.
Before packaging your mod, remember to include the text file in your ModSounds.bat like this: