The following guide will be showing how to make custom sound or custom music for Cybergrind
If you’re running into issues or if you don’t understand it, feel free to leave a comment on this page.
Tools Needed
Programs | Steps |
---|---|
Notepad++ – [notepad-plus-plus.org] | |
Audacity – [audacityteam.org] / Adobe Audition / Any audio editing program | |
Unity 2019.4.16f1 (64-bit) | |
Asset Bundle Extractor – [github.com] / Asset Bundle Extractor Avalonia – [github.com] | |
Photoshop/GIMP -download GIMP – [gimp.org] or Photoshop – [adobe.com] |
Getting Started
So before we make custom sounds, we need to find what sound would you like to replace as well as the custom sound file.
Tid Bits of Advice:
This is what I’ve encountered so far during audio modding, it might useful
- The way of the replacement work is with using UABE dump text. I’ll explain more later.
- Be sure to set your audio frequency to 44100 Hz.
- If you have knowledge in Unity modding this will be easier for you.
UPDATE
be sure to backup your data mod and vanilla because once game update rolled out, the file would be replace by the updated ones. Reimport them again then save it by following this guide.
Editing The Audio
The first thing you do is opening up your audio editing program. Put your audio inside your audio editing program. The next thing to do is export them as .wav and save it in your desired location.
Once you have done that, open Unity Asset Bundle Extract and click file then open. Now go to your ULTRAKILL file directory in …\ULTRAKILL\ULTRAKILL_Data. Click sharedassets2.assets (If you want to replace cybergrind music) or sharedassets0.assets (If you want to replace sfx sound, etc). Upon opening the file in Unity Asset Bundle Extractor it will give you a message that “No type database mtaches the player version”, this happens because the tool you’re using is ‘kinda’ unsupported on newer unity engine although you can easily ignore it by pressing the latest unity they have like in the picture on the right.
once you have done that, navigate to the program and sort it by AudioClip. Then go to view and search by name for “The Cyber Grind – Final Version 1 (Intro only)”and “The Cyber Grind – Final Version 1 (seamless loop without intro)”. Now you need to copy those file name first and paste it to your saved custom sound before (mine is myaudio.wav so i need to replace it to The Cyber Grind – Final Version 1 (seamless loop without intro).wav).
Importing The Audio to Unity Engine
After you have done renaming the file, you need to run Unity engine and make a new project with empty file. Then import or drag and drop your renamed audio (The Cyber Grind – Final Version 1 (seamless loop without intro) and The Cyber Grind – Final Version 1 (Intro only) ) to your unity project.
Next you need to put those files inside the scene. The reason why we need to put the audio inside the scene is because Unity only builds file inside the scene itself, so if you forgot to put it inside the scene then unity would ignore the file because it is not inside the scene. Go to File > Build setting / Build and Run so we can extract the files inside our project. Pick the desired location then press run.
Go to your build unity project and navigate to YOURPROJECTNAMEHERE_Data you see some files that will be useful in the next step.
Extracting UABE Text
Open your Unity Asset Bundle Extractor (UABE) in new program so we don’t need to go back and forth then select sharedassets0.assets. Inside you see that the AudioClip is in there.
Q: How do we get this file into ULTRAKILL sharedassets2.assets ? the answer is UABE text.
The way how UABE works is UABE text works as a data information string from length of the audio to the source of the audio location. you might be asking how can a pile of text have giant impact on the process? the text itself is just information to the audioclip while the real data is located inside .resource file (it might be confusing at first but once you know how it works you’ll know).
Navigate through your project.assets then select desired audio you want to replace then export dump. Save the file in your desired location. Once you have done then open the file in Notepad++ and find this string in particular
1 string m_Source = "sharedassets0.resource"
We need to change the source file name to prevent overwrite with ULTRAKILL sharedassets0.resouce file, maybe goes something like customaudio.resource or whatever that fits you (let’s say mine is soundgrind.resource). Renamed all audio source and click save. Don’t forget to rename your build project’s sharedassets.resource to name that you just written (mine is soundgrind.resource so i need to rename it like that). Go back to your ULTRAKILL’s sharedassets2.assets and navigate to the same process like I said before in previous section. Click import dump and MAKE SURE YOU PUT THE RIGHT NAME OR ELSE THE AUDIO WON’T WORK AT ALL.
Don’t forget to save your modified ULTRAKILL sharedassets2.assets file to your desired location. Be sure to make a backup first. After that you just copy .resource file that you rename and the modified .assets to …\ULTRAKILL\ULTRAKILL_Data. Play the game and voila you just made ULTRAKILL custom sound mod.
Closing
And you’re done, that’s basically how to make custom sound, if you have issues leave a comment here.
FAQ :
Q : Can we edit files inside streaming assets
A : Streamingassets files for now are offlimit for both UABE and UABEA because modifying the files won’t make any changes to the game. Streamingassets files contains basically all campaign levels.
Q : Does this works on texture modification too?
A : Yes, the way to make texture modification is easier than audio replacement however modifying sprites can cause visual glitch because unity still use the vanilla data of the sprite instead of custom sprite data
Q : What about models replacement
A : That is pretty hard to say because you need to extract the skeleton and mesh first then rebuild it in Blender or any 3d program. But then again the majority of the files contains in streamingassets.
Q : My game keeps crashing after replacing the file
A : Be sure to use latest .assets file or else the game will be crashed. If the game released new update then you need to use .assets file based on that new update.
Hope you enjoy the post for ULTRAKILL Custom Sounds / Custom Music For Cybergrind, If you think we should update the post or something is wrong please let us know via comment and we will fix it how fast as possible! Thank you and have a great day!
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