The text scrolling sound effect(s) of this game are a bit grating. My goal is to replace them with a silent sound file.
I can decompile everything resulting in a .wav. I have a different .wav I want to switch it out with, but I need some guidance on the process to re-compile it all back together again.
To test my process, I've zeroed in on se0a0.unity3d in the se\strm directory, for example.
encryption Rijndael "\x35\x38\x9A\xFF\xF2\x61\xB3\xE8\x87\x22\x24\x0B\x6B\x0B\x25\xC8" "\x01\x85\x40\xA5\x57\xDE\x8C\x4E\x86\xE4\x23\xE3\x3A\xB9\x77\x84"
I Export both of these as .assets files (CAB-ef2845a2e22b255bdafeb7ac8f6ac6b0.assets and CAB-ef2845a2e22b255bdafeb7ac8f6ac6b0.resource.assets).
I open the resulting CAB-ef2845a2e22b255bdafeb7ac8f6ac6b0.assets in Unity Bundle Asset Extractor again. It contains the soundClip se0a0.wav, which I extract (Plugins > Export sound).
...I can get this far without issue. Could someone give me an overview of what I need to consider when switching this .wav file out for a modified .wav file? And an overview of how to compile what I've extracted back into a functional .unity3d file? Thanks!