First, drag your .wav
audio files into Actor-Mixer Hierarchy
> Default Work Unit*
, then click Import
.
Make sure all sounds are set to Sound SFX
. and the Audio Tab
is open shown on the left side.
Then, select all the SFX
that you've dragged in, right-click, hover over New Event (One Event per Object)
, and select Play
.
Next, go to the Events tab
to check if the events for each audio have been created.
Then, go to the SoundBanks tab
, right-click on Default Work Unit*
, hover over New Child
, and select Soundbank
.
Name the first soundbank something like champion_sfx_audio
for the audio soundbank.
After creating the first soundbank, copy and paste it, then rename the copy to something like champion_sfx_events
for the events soundbank.
Now press F7
to open the Soundbank Manager in the middle, where you can see the two soundbanks inside.
Audio SoundBank:
In the SoundBanks Manager
, select champion_sfx_audio
. You'll notice that the Hierarchy Inclusion
is empty.
While champion_sfx_audio
is still selected in the SoundBank Manager
, go to the Audio Tab
and select all the audios that you've uploaded.
Add them to the champion_sfx_audio's hierarchy inclusion
.
Then, select all of them and uncheck both Events
and Structures
and leave Media
checked.
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Events SoundBank:
For the events, the process is the same as adding the audios to the champion_sfx_audio
, but for this one, you’ll want to drag both the audios and events into the champion_sfx_events' hierarchy inclusion
.
In the SoundBanks Manager
, select champion_sfx_events
. You'll notice that the Hierarchy Inclusion
is empty.
While champion_sfx_events
is still selected in the SoundBank Manager
, go to the Audio Tab
and select all the audios that you've uploaded.
Add them to the champion_sfx_events' hierarchy inclusion
.
Now, go to the Events tab
, select all the events you've created, and add them to the champion_sfx_events' hierarchy inclusion
.
Then, select all of them and uncheck only the Media
.
Lastly, once you're ready, select both of your soundbanks, champion_sfx_audio
and champion_sfx_events
, and click Generate All
. A window will pop up, and once it's done generating, you can click Close
.
After returning to the SoundBank Manager
, right-click on any of your soundbanks, hover over Open Containing Folder
, and select the .bnk file
.
This will open the folder, and you'll see your custom soundbank files.
Now, it's time to add it to your custom skin.
Before we generate the audio and events soundbanks, let's first adjust the 3D spatialization
of the audio so it won't be heard across the entire Summoner's Rift.
First, open the Audio Tab
and select one of your audio files to edit. Once selected, open the Sound Property Editor
by pressing F5
, and this window will appear.
Next, switch tab from the General Settings
tab to Positioning
, and you'll see this. What you want to do is enable Listener Relative Routing
, set 3D Spatialization
to Position + Orientation
, and then check Attenuation
.
Now you would want to click that double arrow and press New...
The New Attenuation
window will pop up. We want to create our own so we don’t have to repeat this step for the others. Name it something like League_Audio3D
, and then click OK.
Now, once you've created the Attenuation
, click Edit....
Now that the Attenuation Editor
has opened, go to Properties
and scroll down until you see Focus
. Click the dropdown for Focus
and select Custom
. You will then see only the green line graph.
Next, set the Max Distance
to 2650
(from 100)
, and double-click the middle of the graph to create a dot.
Set the coordinates of the middle dot to X: 30
, Y: 0
.
Lastly, select the other dot located at Y: 100
. Right-click on it and select Logarithmic (Base 3)
.
After doing this, your graph should look like the screenshot below, and you can exit the window.
After setting up the Attenuation
, your Positioning
should look like this. Now, repeat these steps for your other audio files. Don't worry—the Attenuation
you just created and edited is saved, so you can use it again without needing to recreate the graphs for each.
Once you're done with all of that, you can go back and generate your soundbanks!