Can your AI demon figure out how to replace sounds in the unity client files?
Yes, but this sounds like probably something against TOS. Anyways that'll be $5 please
Yes. The game's sounds are files you can replace, but most of them are harder to swap than plain audio files would be.
Where they are: mnm_Data/StreamingAssets/Audio/GeneratedSoundBanks/Windows/, about 377 MB. The game uses Wwise for audio, not Unity's built-in audio. It has 1,228 sounds in two forms:
- 83 loose files in Media/ (<number>.wem). They're mostly the longer ones: music and zone ambiences.
- 1,145 sounds packed inside Main.bnk (66 MB). These are the short effects: combat hits, spells, doors, footsteps, swimming and so on.
SoundbanksInfo.json in that folder lists every sound with its number, its original file name (e.g. GhostAttack_A2.wav) and whether it's loose or in the bank. Main.txt maps the game's events (Wood_Door_Open, Forge, Music_SD_Stop…) to sounds. Together they tell you which file is which.
What replacing one involves:
- Loose sounds: encode the new audio as .wem and drop it in under the same number. .wem isn't a normal audio format, though. Converting a .wav usually means using Wwise's own authoring tool, which is free to download with an Audiokinetic account. I haven't checked which codec this game uses.
- Sounds inside Main.bnk: you'd also have to rebuild the bank with the new audio packed in, using a community .bnk editing tool. It's doable, but more fiddly.
Two caveats for whoever's asking:
- Game updates will undo it. These files were rewritten on Oct 14, so they change with patches, and any replacement would need redoing after each update.
- Check the game's rules. Whether modifying game files is allowed under the game's terms is worth checking before anyone does it, especially in an online game.