Sound Modding#

Audio Type#

  • You will need to use WAV format and either 48000hz or 44100hz sample rate.

  • More details below in creating_your_sound

Step 1 - Identifying the Sound#

First you need to identify the exact sound. There’s a command for this: ns_print_played_sounds 1 It will show all the audio events that are happening at that moment on the console.

For example, use your Grapple and open the console the event ID will be pilot_grapple_fire

How it looks in the console: console

All weapons, boosts, tacticals have different events IDs on different surfaces (concrete, solidmetal, wood, dirt etc.) That’s why you must identify the exact event/s. Examples based on Grapple:

  • Concrete impact: concrete_grapple_impact_1p_vs_3p

  • Solidmetal impact: solidmetal_grapple_extract_1p_vs_3p etc.

NOTE: ns_print_played_sounds 1 will show you every event ID. Not just in-match ones. For example:

  • The sound when you move the cursor to an option it will be menu_focus, and clicking sound will be menu_accept or menu music mainmenu_music

Check the console often, as it’s easy to miss your sound - there can be a lot of sounds playing.

There’s also a list of all EvenIDs (audio).

Sounds can be played in-game from the console via script_ui EmitUISound(soundname).

Additionally subtitles in the form of plain text can also be useful.

You can also export sounds with LegionPlus instead of playing them in-game.

Open LegionPlus.exe -> Load File -> Titanfall 2/r2/sound pick general.mbnk

If you want to export only a specific sound use search. It’s possible to export selected sounds and all (after a search it exports only the found assets).

Step 2 - Creating Folders#

When you successfully identified your event and have the audio file/s ready it’s time to set up the folder structure. Assuming the event name is pilot_grapple_fire, the folder structure of your mod should look like this:

author.mod/
├── audio/
│   ├── pilot_grapple_fire/
│   │   └── my_audio.wav
│   └── pilot_grapple_fire.json
└── mod.json

Example of a mod.json (documented here: Getting Started)

{
  "Name": "MOD_NAME_HERE",
  "Description": "DESCRIPTION_HERE",
  "Version": "0.1.0",
  "LoadPriority": 2
}

Inside the ``audio/`` folder:

  • pilot_grapple_fire/ folder which needs to contain your .wav file(s)

  • pilot_grapple_fire.json json used to configure the sound override, dont forget to edit.

You will have to add that folder with your sound and the json for each event you want to override. The event JSON files must contain both EventId and AudioSelectionStrategy like this:

{
    "EventId": [ "pilot_grapple_fire" ],
    "AudioSelectionStrategy": "sequential"
}

The AudioSelectionStrategy can be either:

  • sequential: If you have one sound or you want to play them in alphabetical order.

  • random: If you have more than one sound and you want to randomize them.

Creating Your Sound#

Open/Add your audio as a track to Audacity and set your sample rate to either 48000hz or 44100hz. In Audacity, select your entire track, open the effects dropdown menu, then click Change Speed. In the dialog set either Speed Multiplier to 0.918 or Percent Change to -8,200. After that, export your track as wav and make sure you don’t add any metadata.

  • White noise after the sound ends.

This is usually because there’s some metadata left in the audio.

You can bulk remove it with Mp3tag or individually with Audacity.

  • Converters

# todo

Installation#

  • As with any mod, the folder which contains your mod.json needs to be inside Titanfall 2/r2Northstar/Mods/.