First things first. I’m just a monkey pressing buttons. I don’t have a clue what I’m actually doing. If you want to do fancy stuff, I’d highly suggest reading:
the rome2_music_mod_tutorial.rtf document that was written by CA, and is included in the Wwise installation (see step 3); and
When you select a unit in Total War: Attila, the unit will say specific lines such as "Palatina guards!" or "Horse Lords!". I will be referring to these as battle VO (voiceover) orders. I have isolated 280 unique battle VO orders.
You can assign up to 3 options for a unit to say. You can decide how to do this, but my suggestion would be:
Line 1 - A line unique to that unit.
Line 2 - A line unique to that subrace and class, eg all Uruk-Hai melee units (Uruk-Hai Infantry, Berserker, White Hand Stormer, and Raider).
Line 3 - A line unique to that faction.
This is a tutorial on how you can override those audio files.
Firstly, you have to plan out how many battle VO orders you want to replace, and what units you want to assign them to.
It is worth noting that battle VO orders are also organised by subcultures, as displayed in the table below.
Subculture
No. of Battle VO Orders
barbarian
110
eastern
64
nomad
59
roman
47
Each battle VO order also has 15 .wem files assigned to it, on average. This is likely to increase variety as you will be clicking on units a lot.
FrogSucker's Audio Transcription (optional) - This is fairly accurate AI transcription of all the audio lines in Attila, so you've got a rough idea what each one relates to.
once it is downloaded, extract Rome_2_Music_Modding_Kit.zip somewhere;
open the folder that comes out;
create a new folder inside this called “Wwise Project”;
put rome2_music_wwise_project.zip in the "Wwise Project" folder; AND THEN
extract rome2_music_wwise_project.zip as well
Step 5: Open the Wwise_v2014.1.3 folder and install Wwise_v2014.1.3_Setup.exe. Make sure you only install Authoring Data, Authoring Binaries 64-bit and SDK(Common)
Step 6: Go to the Wwise Project folder and use Wwise to open rome2_music_wwise_project.wproj
Step 7: On the left, in the Project Explorer panel, expand the various folders under Interactive Music Hierarchy. music – front_end – historical_battle_sequence – silence (I initially wrote this tutorial for how to import audio into historical battles. All the folder hierarchy is for Rome 2 anyway, so I don't think the hierarchy you use matters)
Spoiler Alert, click show to read:
Step 8: Right click on historical_battle_sequence and click Import Audio Files – Add Files – find the .wav file/s you want to add to the game – Import.
If you get an error message saying: "Error: Unsupported Resolution. The file must be in 16 or 24 bit per sample" then follow this guide to change the bit per sample: https://www.3cx.com/docs/converting-...h.a3mrwq9f9qkn
Step 9: Expand the file/s, you’ll see that its now blue. Click on the blue file/s and then in the Music Track Property Editor box tick the “Stream” box. You can also boost the volume up or down if you want to, via the sliding bar, and press play in the Transport Control box in the bottom.
Spoiler Alert, click show to read:
Step 10: Click on the historical_battle_sequence button, and then click F10. Drag the audio file you’ve imported under where it says “Random Continuous” in the middle bottom section.
Spoiler Alert, click show to read:
Step 11: Delete the “silence” file from historical_battle_sequence.
Step 12: Click F7 and you’ll see the Soundbank Manager box. Expand “Default Work Unit” and tick the following 4 boxes: Global_Music; Music_Data; Windows; English (UK)
Spoiler Alert, click show to read:
Step 13: Click “Generate”.
Step 14: Go to the “Wwise Project” folder and open “GeneratedSoundBanks”. You'll see it has created .wem file/s with random names. If you don't know what .wem file is what, you may need to convert them to ogg format to listen to them (see Step 2 - make sure you keep a copy of the wem files)
Make however many copies of the .wem file that you need (the selected_palatina_guards battle VO order involves 15 different files, thus I'll make 15 copies). Now rename each copy to the specific .wem file you're overriding. As detailed above, for me this is:
1072607642.wem
134618308.wem
146290875.wem
19833585.wem
233848878.wem
268452779.wem
280963842.wem
310638346.wem
544967355.wem
60302077.wem
662385529.wem
804726061.wem
806451676.wem
917904039.wem
968606310.wem
Now create a new folder called “audio”, and put the .wem file/s in it (the CA tutorial suggests also putting the Global_Music.bnk; and Music_Data.bnk in it but I haven't run into any issues from just ignoring them)
Step 15: Now you need to open your mod.pack; click Add - Directory; and copy+paste the directory of your audio folder (from step 14) into it. Your .wem file/s will be added to your mod.
Spoiler Alert, click show to read:
Step 16: The final step is to add land_units_tables and main_units_tables to your mod.pack.
In land units table scroll to the far right and add the Battle VO Order you've edited, eg "selected_palatina_guards" to the selection_vo; selected_vo_secondary; and selected_vo_tertiary.
In main units table, scroll to the far right and ensure the voiceover entry is the same as that in the Battle VO Orders spreadsheet, eg roman if you've edited "selected_palatina_guards". Now it is finally time to test it in game!