That's what I did - silent ingame.
Alright guys, I experimented a bit and I think I am close. I'd appreciate if some sound maniac helped me, but I don't know if there's such person here, hah.
So my first attempt that was already mentioned was
1)QuickBMS to get sounds from .bnk (or RavioliGameTools)
2)Pack all of them again with Wwise but replace some file with classic sound
4).. silent ingame
My guess is that when I create a brand new wproj and bnk, the address to each sound is then broken and it can't find the path to call and play the certain sound.
1)Get needed tools like wwise_IMA_adpcm from Bodhi's sound repair group (http://steamcommunity.com/groups/bodhisoundrepair
2)Use this tutorial to unpack/pack the bnk back https://www.youtube.com/watch?v=H7DLzrLkzkA
3)Get my hopes high
This one really looked promising, but no, it just won't work. Also, when I opened SoundBanksInfo.xml in NnT folder, there's this:
And it goes on. If we extract bnk, we get either Vo_Abe01,02,03... or 10890789025.wwise. But here, it's properly named and it's in .wem, which is easily replacable. That's probably how it is in their .wproj (JAW's), organized .wems that are packed in bnk. Obviosly, we can't do that. Well... unless we do it all again and name all the sounds like THAT and pack the bnk. Which could work but it's hellovawork. Do you think that'll work? Is anyone else working on this?
The best solution would be if JAW provided me/us .wproj or a way to repack the files.