Custom Sound Effects Tutorial

This is a tutorial that goes over how to make custom sound effects.

Tools / Downloads
Extracts the .aw  files into .wave files. This tutorial is meant for versions 6.1.4 and above. Required for the Mario Kart Double Dash Sound Modding Toolkit to function
 * Mario Kart Double Dash Sound Modding Toolkit by Xayr
 * .NET v6 by Microsoft

Process

 * 1) Extract the contents of the Mario Kart Double Dash Sound Modding Toolkit to  AudioRes
 * 2) Run initialize.bat. This will create an "Audio_Modding" folder, in which most of the work will be done.
 * 3) Within "Audio_Modding", there will be several subfolders. The subfolders with sound files that can be edited are documented below. Other folders are not relevant to this tutorial.
 * 4) Each of these folders has two relevant subfolders to this process: "wav" and "custom". The "wav" folder has a dump of the vanilla sound clips in .wav format. Each of these files has a name that is a number - for example, "0.wav". The "custom" folder is where the custom sound clips go. Do not edit the contents of the "ref", "scenes", or "wav" folders.
 * 5) The desired sounds to be changed can be found by listening to all of the .wav files in the "wav" folder and noting the filename of the .wav files.
 * 6) In "custom" folder, place the custom sound clips with filenames corresponding to those in the "wav" folder. For example, if you want to replace the vanilla "1.wav" file, a "1.wav" file should be placed in the "custom" folder. The new .wav files should be 16-bit mono wavs with the same sample rate as vanilla, usually 32KHz or 16KHz.
 * 7) Run rebuild_all.bat. This will rebuild the necessary files for the game to run.
 * 8) If using this file to rebuild a new .iso, it may be necessary to move all of the tool files (the "_backup", "_readme + source code", and "Audio_Modding" folders, as well as the "_README FIRST_.txt", "credits.jamtools.generic.txt", "initialize.bat", and "rebuild_all.bat" out of the filesystem directory