Sound replacement modding issues

I’m trying to create a sound mod that replaces several stock sound files used by multiple units/buildings across all the civs, but I’m having no luck.

I’m aware that the devs recently patched the game to allow voiceover mods that affect the campaign dialogue (replacing the Retold FOTT/TNA/TGG dialogue with the original, for example), However, replacing standard unit sounds is proving more difficult (nearly impossible). I’ve been told of several possible ways to do it, and out of all of them, only one works, BUT, it involves removing the compiled .bank files from the game’s directory, which is not ideal when it comes to mods that replace several sounds used by various civs and worse, shared by ALL of them (such as the mod I’m trying to make).

Another option that was suggested to me was to create new soundset definitions for the new sounds I’m trying to add in, then put them in each affected unit’s definition XML, but that isn’t practical for shared sounds, as it would involve editing the definition XMLs for every unit that uses them, which is neither feasible nor sensible.

So far, I’ve tried changing the names of both the raw .wav files and the soundset entries linked to them within a custom soundset file I created (rather than just copying the game’s dedicated ones), but that didn’t work. I tried adding the custom sounds to the definitions again, but it didn’t work.

I’m really at a loss here, has anyone else figured out how to get custom sound mods working in a way that doesn’t involve removing the .bank files (as fmod studio apparently can’t edit them)

Any chance the devs (if they see this) could provide documentation on how to do this properly?