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[Mod][Sounds] PalSoundBank - Mod + Resources for modders for animation montages.


TemtemLover

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Posted (edited)

[Sounds] PalSoundBank - Mod + Resources for modders for animation montages.


This is a collab page by me, @xMenar_ and @Z3N-DrAGON for keeping PalSoundBank and general NSFW sounds updated for public.

 

Currently contains 112 pals - the list will grow with each update.

All pals are present!

 

What does it do?

The bank is an assortment of sound effects extracted from the game and reimported into a pak format. Modders (Animation Makers) will be easily able to access whole bank of in game sounds they might need (Currently the pack focuses on bringing all pal noises + imported some lewd sound effects that most will probably find useful)

This is primarily intended to use inside animation montages for creating Sugar Cake animations.

 

NOTE THAT THIS DOES NOT DO ANYTHING BY ITSELF, AND INSTEAD A BANK TO BE UTILIZED BY CREATORS.

 

Why not just let modders include stuff manually? Why is it not referencing in-game assets?

Spoiler

Going a bit more technical here.

 

While it is possible to refer to in-game sounds - they are encoded by wwise, they are unnamed in a random order in a single folder of 2000 sound files. Sure, you could dig up datatables, but this package aims to easen the process for people who just want to do stuff. (Maybe one day someone will create an api to automatically retrieve the requested sound per each pal, but for now manual labor will do).
 

However, if everyone would just package the sounds back into the game all the time - that will cause a bloat, as multiple animators will be packaging same things over and over and over. For this reason this bank is being created, to minimize the bloat. Artists are still free to bring their own sounds into their .paks - but they will have access to generic things, like slaps, suckles and pal noises. The bank is already 100mb. Imagine if each animator would import the entire bank for themselves and then package it. Now each animator have additional 100mb bloat that will load into the game, even though that bloat is exactly the same content.

 

The positive side - if there are any updates that changes things - this will remain sturdy and in worst case easy to update. As other mods will refer to these assets, the assets will be kept alive, updated and improved, without having everyone to update their own mods all the time.

 

Usage:

 

For Users:

Spoiler

* Install UE4SS (You MOST likely already have it, if you intend to use SCake)

* Download the relevant file (STEAM or MICROSOFT, depending on platform)
* Extract to Palworld\Pal\Content\Paks\ 

* Make sure the SoundBank pak files are inside the ~Mods folder

 

That's it.

 

For Modders:

Spoiler

This mini guide will cover things one after another, diving into deeper details and giving optional info when mentioned. 

 

The essentials: 

 

Download the modders package and extract it to your UE5 animation project into \Content\Mods

Hbw1xsP.png

 

Make sure the resulting folder structure looks like this, it is important for the references locations to be exactly the same.

 

Great!

Note that there is SoundBank_PrimaryAssetLabel in the PalSoundBank. Its ID is 225 - so please make sure your own animations are NOT exported in pak 225.

 

Now off to good stuff

Open up an animation montage you wish to add sounds on. 

 

On the Notif track in the timeline right click - and add "PlaySound" notif.

Spoiler

0mE16xg.png

 

 Select the new notif an look at Details tab - there are a few settings we are interested in.

 

Sound

In here we select our SoundCue. Please choose *ONLY* a sound cue and not a raw sound. Raw sound does not have attenuation settings, it will sound like a static mono sound blasted directly into your ear.

In this example we select DirehowlDoggyCue.

 

To explain - the "PalDoggyCue" are a set of premade sound Cues that fire a random relevant pal noise, applying a small modulator filter on top (pitch + volume). Making sound cues will be explained futher down, but for most tasks this will be enough, as you probably just want your pal to make a noise.

 

Follow

Set this on and in the Attach Name section select related bone you want the sound to be from. In this case Head makes most sense.

 

Notify Trigger Chance

Set this value between 0 and 1. This will make sound only trigger with a chance. In our case - 35%. If your animation is a loop of 30 frames, you probably want a value of around 0.2-0.3 to avoid pals flooding with noises. Otherwise if you have a long animation where you always want the sound to be played - leave it at 1.

 

Spoiler

AYHJaOy.png

 

That's it for essentials!
Export your animation *as normal* - do not include any extra files to your upload files. The reference will look for the bank installation on user side - given they have it - and find the sounds to play.

 

 

I want my own soundcues!

Spoiler

Okay so maybe you don't want a random pal noise, or you want your own sound file to be imported. Let us get to that.

 

In PalSoundBank/Ques there is a SoundCue named DefaultCueCopyThis

You can copy it and then rename it, if you don't want to start from scratch. 

 

But we will start from scratch to understand what is going on!

 

Create a new Sound Cue file (right click  in content browser, write Sound Cue - press on Sound Cue.

Open it up!

 

At first it will look pretty empty with only the Output as the final nose.

First things first - we need to apply attenuation setting. This is what causes the sound to not be mono and instead be spatial within the world.

On the the left side you can find attenuation tab, in which you can select the setting.

There is one already provided in the bank, and you ought to be using it unless you know why you want your own settings.

 

Af3o5wM.png

Off to main page!

 

The main things you are probably interested in would be Random and Modulator.

Right click on empty field and search for Random, add it. Same for Modulator.

 

Now find any sounds you want to use - drag and drop them into the SoundCue field. For example Cattiva01 and 02 found in Sounds/PalSounds/Cattiva. Custom sounds will have to be imported with wav format!

 

Connect the cattiva outputs into the Random slots. Remove extra random slots by rightclicking on the empty circle and clicking delete input. It is important as leaving extra empty nodes means they will be selected by random chance and sound will not happen.

 

If you click on Random node, you'll be able to see its settings. You may want to tune the "weights" of the random chance to your own likings, if you so desire. (The higher the weight value, more chance that specific slot will fire)

 

Connect the random nose to Modulator. Inside the modulator you may tune pitch and volume min max. Pitch at 0.9 to 1.1 is good enough.

 

Connect the Modulator to the Output and you'll end up with something like this

Spoiler

hjysfV0.png

 

There!

Now make sure that cue is inside your own mod folder - DO NOT CHANGE EXISTING BANK CUES OR SWAP THEM. You have to export your own cues for them to work.

 

What do with AttenuationSettings?

Spoiler

Preferrably nothing. If there will be better options - the modpack will be updated to just change existing one - all other mods that keep referring to this bank setting, will automatically be using updated variant.

Create your own setting at your own will and measure.

 


 

 

Credits!

@TemtemLover - .Pak assembler and distributor

@xMenar_ - Exporting the sound files and assembly of assets.

@Z3N-DrAGON - Additional NSFW sounds and cues contributor.

@LanzAnimationPak and @T-Box - Initial tech elaboration and guidance

Assets from Lewd sound package from SFMLAB was used as well.

OpenNSFW sounds are also used


 

Edited by TemtemLover
Posted

Glad to see some progress being made in the sound department, thanks for this. Hope to see more adoption from the other packs :heart:

Posted

I want to highlight that the entire process of adding sound that is explained here was previously used, researched and learned by TBoxBR's Profile - Nexus Mods. He was the one who taught me and I was the one who did the exercise of applying it in SCake.

 

Posted

This is pretty cool but the worst part about it is that you can't seem to really influence the sounds so it quickly becomes a barrage of cries for some pals. 

Posted
14 hours ago, gongronola said:

This is pretty cool but the worst part about it is that you can't seem to really influence the sounds so it quickly becomes a barrage of cries for some pals. 

You can influence the chance of pal screaming, it is noted in the guide. 20-35% depending on loop length is good enough.

Posted
On 3/4/2025 at 5:09 AM, TemtemLover said:

You can influence the chance of pal screaming, it is noted in the guide. 20-35% depending on loop length is good enough.

I meant the volume of the noises and their cries, (I tried turning everything in the sound options to zero and it was still making the noises, so i'm assuming the effect/cries volume isn't tied to any of the menu options.) but that's also good to know, thanks for the info all the same, that will definitely help. 

Posted
7 hours ago, gongronola said:

I meant the volume of the noises and their cries, (I tried turning everything in the sound options to zero and it was still making the noises, so i'm assuming the effect/cries volume isn't tied to any of the menu options.) but that's also good to know, thanks for the info all the same, that will definitely help. 

Good point actually, this is something we ought to look into.

 

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