Music modding guide for Total War : Rome 2
This guide assumes a basic understanding of how to use Wwise.
If you are new to Wwise it is best to first get familiar with it by following the tutorials provided by Audiokinectic at
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The 2 videos of most help would be "Creating Interactive Music Structures" and "Defining Interactive Music Transitions"
Getting Started:
1. Ensure you are running a version of Total War Rome 2 that includes patch 12
2. Install Wwise version 2013.1.1 provided with the kit making sure to only install the options Authoring Data, Authoring Binaries 64-bit and SDK(Common)
3. Extract rome2_music_wwise_project.zip to a suitable location
4. Open rome2_music_wwise_project.wproj with Wwise version 2013.1.1
Project Overview:
The only location in the hierarchy that should need to be edited is the Interactive Music Hierarchy
The provided project file includes what is needed to make a basic music mod with each area of the game divided up with placeholder silent segments
It is possible however to completely recreated the hierarchy to suit the need of the mod by making use of the states outlined later below
(NOTE 1) Do not edit the Master-Mixer Hierarchy as this could lead to the music volume being different between the game and previewing within the Wwise authoring tool
(NOTE 2) All music should be set to streamed with the exception of loading screen music which the game is set up to load if needed to ensure it doesn’t stutter because of other harddrive access
(NOTE 3) For the loading screens a piece of music will need to be assigned for each provided state so that they are correctly loaded
(NOTE 4) The project is set up with some basic transitions. This may not be suitable for all locations depending on the music and what states are used.
Simple Guide using existing hierarchy:
1. Switch to the Interactive Music Layout(F10) within Wwise
2. To add a new piece of music drag the music file into the Wwise hierarchy at the required location
3. On the audio file importer just hit import
4. Next the segment needs to be assigned to the playlist:
For Loading screen segments assign it to the states that you wish it to play for
For other segments assign it under the random continuous group of the playlist container (in the Interactive Music Hierarchy required location)
5. You can test that it is hooked up correctly by selecting the playlist and hitting the space bar to play it
(NOTE 1) All music imported into the hierarchy needs to be .wav files
(NOTE 2) Delete the silence segments as they are replaced
(NOTE 3) Click on the music file in the top left Panel (Project Explorer Panel) situated in the required location and click on the stream tick box in the Music Track Property Editor panel.
Available States:
The following states can be used:
battle_intensity:
Is determined by the percentage of units close to the camera that are in combat
battle_state:
Can be used to set different music for deployment, battle and postbattle phases
campaign_music_state:
Menacing is played for one track after war is declared, prebattle is set before a battle occurs otherwise it is set to standard
frontend_state:
Can be used to provide a different piece of music to many different front end screens
music_culture:
For battle this is set based on the factions present in the battle, for campaign this is decided upon your faction and the factions you have conquered
music_key:
This can be used to ensure that music in one key can only jump to a piece of music in an adjacent key
Generating the files:
1. In Wwise go to the sound bank layout (F7)
2. Ensure both Global_Music and Music_Data, the windows platform and the English language are checked
3. Hit the generate button above them and wait for the process to complete
4. You will then have a GeneratedSoundBanks folder within the rome2_music_wwise_project folder that includes all the generate files
5. Create a mod pack including Global_Music.bnk, Music_Data.bnk and all .wem files present in the GeneratedSoundBanks folder
(NOTE 1) The files need to be in a folder called audio within the mod pack
(NOTE 2) Do not include the Init.bnk file as it will not be used
(NOTE 3) Wwise doesn't delete old files from the GeneratedSoundBanks folder so it is best to delete the folder before generating the files each time so that old unreferenced music files no longer exist