Recent audio changes broke existing sound mods (Wwise bank override issue)

Since some recent updates/DLC, it appears that several UI and notification sounds (e.g. attack_warning) are now being pulled directly from Wwise .bank files instead of respecting loose .wav overrides in game/sound/events.

What changed

  • Previously: replacing attack_notification.wav / attack_warning.wav in a mod worked as expected

  • Now: those overrides are ignored, and the game plays audio directly from compiled banks (events.bank / ui.bank)

Impact

  • Existing mods (e.g. horn notification replacements) no longer function

  • Modders are forced into editing/repacking Wwise banks, which is:

    • significantly more complex

    • not supported by official tooling/docs

    • fragile across updates

  • This effectively raises the barrier to entry for simple audio mods (like muting or replacing notification sounds)

Repro

  1. Create a local mod with:

    • game/sound/events/attack_warning.wav (valid PCM 48k mono)
  2. Enable mod

  3. Trigger attack notification in-game
    → Sound from .bank plays instead of override

Suggestion
One of the following would restore mod compatibility:

  • Re-enable loose file override priority for UI/event sounds

  • Provide an official override path or mod hook for Wwise events

  • Document which audio layers are overrideable vs bank-only

Why this matters
Small QoL mods (like reducing or muting intrusive UI sounds) are some of the most commonly used. Losing support for these makes the modding ecosystem less accessible without providing an alternative.

Would appreciate clarification if this change was intentional or if there’s a new supported workflow for audio overrides.

1 Like

This is great feedback, thanks for taking the time to share with the community.