Full Tutorial: Making a Sound Mod for DaylightGame

Introduction

In this tutorial, we will guide you through the process of creating a sound mod for DaylightGame. Sound mods can enhance your gaming experience and allow you to customize various in-game sounds. Our step-by-step guide is designed for beginners and aims to make the process enjoyable and easy to follow.

Credits

- krzychowskyy for working sound modding out & writing of initial guide;
- Cranch the wolf for clearing, adaptating and hosting of guide;
- Game modding community for making it all possible!

Prerequirements

Before we begin, ensure that you have the following tools ready:

  1. Sound/Video editor (e.g., PowerDirector)
  2. UnrealPak
  3. RavioliGameTools
  4. VGMStream
  5. BNKEditor
  6. Wwise Launcher with Wwise installed

You can download all these tools from the provided .zip file: Sound Modding Files.zip.

Section 1: Preparing Everything Before Starting

  1. Put and extract the "Sound Modding Files.zip" on your desktop.
  2. Extract every .zip file inside the "Sound Modding Files" folder.

Section 2: Preparing Wwise

  1. Open Wwise Launcher and click on "Wwise" on the left-hand side.
  2. Click on "Install a new version" to install the latest version of Wwise.
  3. After installation, launch Wwise (64-bit) from the "Wwise" tab on the left-hand side.
  4. In the "Project Launcher" tab, click on "New" and name your project (e.g., "Terror Radius").
  5. Navigate to "Project" -> "Project Settings" -> "Source Settings" and set the conversion method to "Vorbis Quality High".
  6. Leave your Wwise project open in the background.

Section 3: Preparing PowerDirector

  1. After extracting "PowerDirector INSTALLER.zip," open the "PowerDirector INSTALLER" folder and follow the instructions in the "INSTRUCTIONS!!!.txt" file to install PowerDirector.

  2. Once installed, open PowerDirector and press the "New Project" button, leaving it running in the background.

Section 4: Finding Your Terror Radius File

  1. Visit DBDSounds Repository, the latest repository of all sounds in DBD.
  2. Open "CharacterDefinitions.md" to find The Oni's ID file, which is "KLR_18" in this case.
  3. Navigate to the "Extracted Files" and search for "KLR_18.bnk" in the search box.
  4. Download the file and place it in the "Sound Modding Files" folder.

Section 5: Previewing the .bnk File and Extracting the Sound as a Sample

  1. Open RavioliGameTools and then launch RExplorer.exe.
  2. Open your .bnk file using RExplorer.
  3. Lower the volume of RExplorer in the volume mixer to about 10%.
  4. Sort the files by size and identify the layers of The Oni's terror radius.
  5. Extract one of the layers as a sample to determine its exact duration using the following steps:

Since RExplorer doesn't support milliseconds, we'll use PowerDirector to view the exact duration of the file.

Stay tuned for the next part of the tutorial, where we will continue with the detailed process of creating your custom sound mod for Dead by Daylight.

Section 6: Converting the .wem File and Viewing the Exact Duration

  1. Move your extracted .wem file to the "vgmstream-win64" folder, then drag it onto "vgmstream-cli.exe" to create a listenable .wav file in the same directory.

  2. Open PowerDirector, which you had previously launched in the background, and create a new project.

  3. Once the new project is created, import your .wav file by navigating to "File" -> "Import" -> "Media files..." and selecting/importing your .wav file.

  4. Right-click the imported .wav file, then select "Properties" and find the "Original duration: 00:00:27:24" (Hours:Minutes:Seconds:Milliseconds). Remember this duration for future reference.

Section 7: Editing the PTB Terror Radius

  1. Import your PTB video and drag it onto the 1st layer timeline in PowerDirector.

  2. Cut the video to match the specific durations of The Oni's terror radius layers (32m, 16m, 8m, chase) following the instructions provided based on the video content.

  3. After editing the video content to match the specific durations, increase the volume level to around +10.3 due to DBD sounds being relatively quiet.

Section 8: Exporting One of the Layers as a .wav File

  1. Press "Export" and wait for it to load.

  2. Under "Select file format:", choose the bottom-right option (two music notes) to apply the export of a sound file.

  3. Set the "File extension:" to "WAV" and "Profile name/Quality:" to "PCM (1536 Kbps)" for the highest-quality audio.

  4. Press "Start" and wait for the processing to complete.

  5. After processing, access the folder where the processed .wav file is located under "Documents\CyberLink\PowerDirector" and rename the "Produce.wav" file to match the ID number of the layer (e.g., "764899664.wav").

  6. Return to PowerDirector and press "Back to Edit," ignoring the error message about the file "Produce.wav."

Remember to repeat these steps for each terror radius layer, applying logical adjustments as needed.

Section 9: Converting .wav file into .wem file

  1. Open your Wwise project and navigate to "Project" -> "Import Audio Files..."

  2. In the new window, click on "Add Files..." and select your .wav files, then click "Open."

  3. After adding the files, click on "Import" to bring your .wav files into your Wwise project.

  4. Next, go to "Project" -> "Convert All Audio Files..." and click "Convert" in the new window. Wait for the conversion to finish.

  5. Once converted, your files will be in .wem format under the "Documents\WwiseProjects[Project_Name].cache\Windows\SFX" directory, named "SOUNDID_8E324C96.wem." Remove the "_8E324C96" from the file name.

Section 10: Replacing the Original .wem files in the KLR_18.bnk with Custom Ones

  1. Open BNKEditor.jar located in the "Sound Modding Files" folder.

  2. Click on "open BNK ..." and locate the directory where the KLR_18.bnk is stored. Select the file and click "Open."

  3. Find the matching sound ID's from the "Documents\WwiseProjects[Project_Name].cache\Windows\SFX" directory, and for each matching one, click "replace WEM with ...," navigate to the correct .wem file, and click "Open."

  4. After replacing all original .wem files with custom ones, click on "Save BNK as ...," save it as "K18.bnk" in the "Sound Modding Files" folder, then click "Save."

  5. Delete the original "KLR_18.bnk" file and rename "K18.bnk" to "KLR_18.bnk."

Section 11: .pak'ing Your Mod

  1. In the "Sound Modding Files" folder, open the "UnrealPak" folder.

  2. Create a new folder called "pakchunk[NUMBER ABOVE 348]-EGS" or "pakchunk[NUMBER ABOVE 348]-WindowsNoEditor" based on your platform.

  3. Inside the new folder, create the following nested directories: "DeadByDaylight" -> "Content" -> "WwiseAudio" -> "Windows" and place your .bnk file inside the "Windows" folder.

  4. Return to the UnrealPak folder and drag the newly-created pakchunk folder onto UnrealPak.pak. This action will create a .pak file.

  5. Verify that your custom music mod works. If not, revisit the tutorial or seek assistance.

Congratulations! You have successfully completed the process of converting, editing, and packaging your custom music mod for Dead by Daylight. If you have any further questions or need additional guidance, feel free to ask!