I’m currently working on a scenario in Age of Mythology: Retold, which will later be part of a mod. In this mod, as well as in the scenario, I want to use custom sounds. I’ve placed the sounds in the mod folder, but when I load the scenario from the mod file in the editor, it only shows the sounds from the base folder and not the ones I added to the mod directory.
Does anyone have any idea how to make the custom sounds visible in the editor? I’ve already checked the folder structure, but I haven’t been able to resolve the issue.
Thanks in advance for any help!
Hallo zusammen,
ich arbeite gerade an einem Szenario in Age of Mythology: Retold, das später Teil eines Mods werden soll. In diesem Mod sowie dem Szenario möchte ich benutzerdefinierte Sounds verwenden. Ich habe die Sounds in den Mod-Ordner gelegt, aber wenn ich das Szenario im Editor aus der Mod-Datei lade, zeigt es nur die Sounds aus dem Basis-Ordner an, nicht die, die ich im Mod-Verzeichnis hinzugefügt habe.
Hat jemand eine Idee, wie ich die benutzerdefinierten Sounds im Editor sichtbar machen kann? Ich habe bereits überprüft, ob die Ordnerstruktur korrekt ist, aber bisher konnte ich das Problem nicht lösen.
I managed to solve the issue from my original question. A big thanks to Raccoon5 from the official Discord, who helped me find a solution. After a very informative discussion where we both vented about the absolutely terrible—or rather, non-existent—documentation from official sources (whether from World Edge or Microsoft), we were able to reproduce the solution several times.
The issue lies in the fact that when we create a scenario, it’s initially part of the Basefolder. If we have sound files located in the Basefolder, there’s no immediate problem for local machines, since the scenario editor always pulls sound files from the Basefolder when editing.
However, things change when the scenario file is placed in a Mod folder. The editor only reads sound files (*.mp3, *.wav, etc.) directly from the Basefolder, not from the Mod folder.
So, if you want to release a scenario as a mod, you can’t include sounds from the Basefolder. Essentially, you’d be uploading the scenario without its sound files.
To fix this, you need to place the sounds in the Mod folder as well. So far, so good—and that’s the part I had figured out. Now it gets more specific. As mentioned earlier, the editor only reads sound files directly from the Sound Basefolder, meaning you need to alert it via a Soundset that there are additional sounds in the Mod folder.
Once the sounds are in the Mod folder and the Soundset is configured correctly, you can trigger those sounds using the Sound: Play Soundset trigger.
To streamline this process, I’ve created a CustomGPT, which will guide you through the entire process and generate the necessary files for you.