Killing Floor 2

Killing Floor 2

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Sandstorm: Firearm SFX Mod
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Maps and Mods: Weapons
File Size
Posted
Updated
97.408 MB
30 Jul, 2023 @ 5:00pm
20 Nov, 2024 @ 7:49am
5 Change Notes ( view )

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Sandstorm: Firearm SFX Mod

Description
This is a mod that replaces nearly all* firearm SFX with ones from Insurgency: Sandstorm.**

It's been in work since 2022, so I've been playtesting it since then, and I'm glad that I'm finally able to share it with everyone. I'm a big fan of Sandstorm's sound design, and while it's not flawless, for me personally it's just chef's kiss. At some point I was obsessed with the idea of carrying over Sandstorm sounds into KF2, and now it's almost dream come true.
This mod doesn't resemble Sandstorm 1:1, every gun was carefully mixed and mastered in my own liking with many tweaks and changes all around, and of course many KF2 guns are absent in Sandstorm, so I had to use existing guns/samples to create new SFX for those. All these are only my vision as I've been making this mod for myself in the first place, but I thought it's a good idea to make it public eventually.
Keep in mind that not every gun is supposed to sound over the top, they should be systematic and make sense in the context of whole weaponry, so more powerful guns would actually sound more punchy and over the top compared to low-tier ones. That's what I've been going for while working on the mod.

* The attached video doesn't include every changed weapon, the full list goes beyond that. It can be found here: [Google Spreadsheet] [docs.google.com]
** There was used a number of other samples too, such as samples from Fallout 4, Far Cry 3, Battlefield 2142 and BOOM Library (yeah, the same one KF2 audio is based on). However, most of the sounds were created primarily from Sandstorm SFX.

Features
  • Replaced or remixed/remastered firing sounds for most of the firearms including Tech class (75 items in total!);
  • Partially replaced foley sounds for certain firearms (I only did it where I felt like it because daym there's so many of them 💀). But there's gonna be more.
  • Guns from the newer updates were changed too, such as MG3, S12 Shockgun, G36C etc.
  • Replaced SFX for the explosives as well, such as grenades, launchers etc.
  • Dedicated sounds for different environments/soundscapes are included and working by default without need to replace anything (large/small indoors, field, urban etc.), though not all firearms support that (HMTech-201 for example).
  • Fixed Killerwatt's messed up alt-fire SFX (beam charge and fire sounds were messed up with each other by default, I fixed that and also remixed them a bit in my liking).
  • Flashbang grenade is now truly devastating, especially its indoor detonation.

Known issues
  • Some of the weapons don't have dedicated indoor/outdoor sounds, because apparently it isn't possible to get them to work due to it being hardcoded or something. I couldn't figure it out yet. I already mentioned HMTech-201 not working properly, same goes to the explosives (excluding Flashbang).
  • Certain guns have stock/vanilla reverb effect on top of the firing sounds that coudn't be disabled, which sounds a bit weird compared to the rest of the guns. For example, M9 and HMTech-101 have that.
  • There are some dependencies between sound banks because they share the same content at some point, so it might not be possible to run one custom sound banks without the others. For example, DragonsBreath's firing sounds won't work unless Spitfire's sound bank is changed too. So I don't recommend using provided sound banks separately from each other.
  • Changing some of the sounds led to unexpected (but welcomed?) changes. So yeah, expect Elite Crawlers to be blasted with dynamite explosion sounds. Thanks TWI!
  • Sounds overall are a bit scuffed compared to the source files, that's how Wwise compresses and plays them. There's sound compression/ducking on top of digital compression which causes everything to sound a bit muffled and therefore sounds lose in dynamics and clarity. But I guess there's nothing I can do about it.
  • There might be something else that I totally forgot about. Will list extra info here if I'll remember more.

Credits
I don't own any of samples that were used in this mod, all rights belong to their respective authors, such as New World Interactive, Bethesda Game Studios, Ubisoft, EA DICE and BOOM Library GmbH.
All samples were mixed, mastered and compiled by me.

Installing
  1. Subscribe to this item to download the files.
  2. Navigate to the following directory under your Steam Library folder:
    SteamLibrary\steamapps\workshop\content\232090\3012601362\BrewedPC\WWiseAudio\Windows\
  3. Copy or cut the .bnk files and paste them into the following directory (create it if you don't have it):
    C:\Users\User\Documents\My Games\KillingFloor2\KFGame\Published\BrewedPC\WWiseAudio\Windows\
  4. Done! If you need to update the mod, you'll need to repeat these steps with simply overriding older files.
Have fun thugs!
73 Comments
Urban Samurai 13 Sep @ 8:40am 
Ah ok, yeah I tested thinking it was that but some reason the sound didn't change. Same for the Thompson. I have files for another sound mod and both guns didn't change despite overwriting
the files with yours... weird.
low hanging nuts  [author] 12 Sep @ 9:34pm 
Hey, "EXP_Grenade_HE" is the Commando's grenade, and "SA_Shotgun" is the double-barrel shotgun (aka Boomstick).
Urban Samurai 12 Sep @ 12:24pm 
Yo man, went through the files choosing what I wanted, some of which I had to Google cause different names but what is "EXP_Grenade_HE" and "SA_Shotgun"?
low hanging nuts  [author] 5 Sep @ 6:17am 
Just delete the files from where they were copied into
☾ Gunslinger ☾ 5 Sep @ 5:20am 
how to uninstall
jive 30 May @ 11:52am 
Got it. Thanks for the tip
low hanging nuts  [author] 30 May @ 11:00am 
It's important to copy it within Wwise itself rather than outside of it because otherwise it won't automatically change the IDs and it won't work properly in game. And make sure to copy the paths from txt properly including events as well, it won't work without properly set up events which go by "Play_WEP_*" name usually.
low hanging nuts  [author] 30 May @ 11:00am 
It took me a good while to figure it out, but it's actually quite simple. I just copied over the closest similar Actor-Mixer Hierarchy node from another gun, and renamed its content according to the txt file of the sound bank I need to make sounds for, whether it be G36 or S12.
jive 30 May @ 9:55am 
I'd like to know how you managed to do soundbanks for the DLC weapons (G36, S12, G18 etc.) since the audio modding kits hadn't been updated since 2018.
Did you use premade soundbank projects from non-DLC weapons as a base or did you make brand-new Wwise projects from the scratch?
☢GHOST☣ 1 Mar @ 12:20pm 
Ive been using your sound mod for over a month now and sheesh it sounds so refreshing compared to the boring vanilla gun sounds. By any chance do you have the SFX audio file in like WAV form that you can share?