#[SOLVED] I'm a dummy and need help with Yonder

188 messages · Page 1 of 1 (latest)

neon hare
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First time trying to do anything with sound, and I am crudely trying to bash my head against a wall to figure out how to use Banks of Yonder. I have all the tools it tells me to get (I think). I'm just trying to make/port over some sounds to cs_main from an enemy's sound bank. I've tried doing the "Mass Transfer" option, but I'm not sure if I'm doing something wrong bc after clicking "Beam them, Scotty!", the software freezes after saying "some problems but should be okay" (or something like that). It's not doing the not responding thing, it's just I can't click any buttons, like the save or repack ones. I also tried to making the sounds from scratch with the "Create" tab, and just using the .wems from the enemy, but when I attempt to do that, it also freezes when I try to pick an ActorMixer. Am I stupid?

neon hare
median skiff
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The actor mixer thing is extremely slow, especially in cs main, I have to fix that. Seems to be especially bad for you, so just give it a few minutes to discover all the actor mixers.

The mass transfer is what you should actually use for that, I'm not sure why that would freeze up or take longer, but I feel like it's a similar problem. Just give it some time and watch the terminal output.

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Feel free to ping me if you make any progress or have further problems

neon hare
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okay i tried the mass transfer thing again and just waited and this time it did actually repack it, it just took a while, but when i loaded up the game there is no player sounds

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so i definitely did something wrong

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maybe i didnt wait long enough?

neon hare
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hm

median skiff
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You also wouldn't have menu sounds in the main menu

neon hare
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yeah i noticed that too

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gimme a moment

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thats the same message i get when i do the mass transfer

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"some potential issues but probably okay"

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definitely seems not okay lmao

median skiff
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Hmm, the music switch container not having a parent might be a problem. Was that part of the stuff you transferred? Usually music switch containers have no business being in cs_main

neon hare
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i dunno? the sounds i was transferring was the sounds from bayle's big beam attack

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they looked like simple sounds to me

median skiff
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I'm pretty sure that's not a music switch container thinkrome check the output from mass transfer, it will list the nodes it copied over

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Either way, it not having a parent is fine as long as no other node is referencing it

median skiff
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Yeah, there's no music switch container being transferred and I don't think cs_main contains one by default. Can you confirm the soundbank works before the mass transfer?

neon hare
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woahhh

neon hare
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huh

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why would it already be this broken though, its just the vanilla cs_main

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unless i unpacked it wrong somehow

median skiff
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Which version of yonder are you using? Are you sure this is a vanilla one?

neon hare
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im using (i think) the latest version, 1.3.4, and that cs_main is literally the one in the game folder after being unpacked by uxm

median skiff
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Hmmmmmmmmmmmmmmmmmmmmmmmmmm

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I'd suggest you unpack it again, I feel like it might have been modified by accident

neon hare
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okay

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unpacked it again and its still broken when i verify

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am i not supposed to be unpacking the sd file with uxm? i cant remember where but i saw apparently that it doesnt unpack it fully/properly or something?

median skiff
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uxm should work just fine thinkrome just to verify, this is ER? Are you using rewwise 0.3.2? Do you have enough disk space and what's the filesize of the soundbank.json?

neon hare
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this is indeed ER, i did download rewwise 0.3.2, i have 200 GBs free and the file size of the supposedly vanilla cs_main's soundbank.json is 178 MBs

median skiff
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Strange

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Can you upload the json somewhere for me? I'm not at home and only have linux right now

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Ideally both the vanilla and modified soundbanks

neon hare
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alright, gonna be a second tho im being called for smth

median skiff
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No worries

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Ping me when you've uploaded, I might forget or miss it otherwise

median skiff
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Okay, I see the same errors. Strange 🤔 will have to investigate for a bit

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Not sure how soon I can get it done, this weekend and next week are already quite full

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There's an easy workaround though: create a custom soundbank and move all your sounds there. It will be smaller, easier to handle, load quicker, all the good things

neon hare
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im assuming i do that with file->"new soundbank", and then just do the mass transfer into that one?

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okay well ive mass transferred into the new one but how do i pack these into a .bnk since it wasn't one to begin with

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do i put em in a file and drag it over .bnk2json from rewwise?

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cause the repack button doesnt seem to do anything

median skiff
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I really don't know what's going on in your system ^^"

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Yes, new soundbank, it will ask you for a folder to save in. If you name it e.g. cs_c0100 you can either drag and drop that folder over bnk2json or simply use File -> repack (you have to open it first of course)

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Then add it as the additional soundbank on torrent

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I know 0100 is working and 0010 was not working for some people

neon hare
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ohh okay

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okay so i have cs_c0100 now

median skiff
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If you have named the folder differently before, use bank -> rename. Simply renaming the folder is not enough

neon hare
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ah

neon hare
median skiff
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smithbox

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NpcParam

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8000

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I think

neon hare
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why on torrent specifically if i may ask

median skiff
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Sorry, thinking as I type ^^

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Because torrent is the only other soundbank holder that's always loaded

neon hare
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ah

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SoundAddBankId?

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and i put 0100 there i assume? or 100

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ah well

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it only lets me put 100 in there so i assume thats it

median skiff
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Ye

neon hare
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alright lemme test

median skiff
neon hare
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okayy i have my sounds fine now

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lets see if the new sounds work

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hm

median skiff
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God I hate working with cs_main, it's so difficult to spot any issues >.<

neon hare
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doesn't seem to work? i am just copying the same wwise_playsound_byslot from bayle, probably shouldnt do that i assume?

median skiff
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Same ones should work unless you renamed them in the transfer dialog

neon hare
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nah

median skiff
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i.e. put something different on the right side

neon hare
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i dont think i did anything like that

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is it because i grabbed both the play and stop ones?

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or no

median skiff
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Then it should be the same, e.g. if bayle plays c507012345 you'd do the same in your tae now

neon hare
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i can send you this soundbank rq if you want

median skiff
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sure, the json please

neon hare
median skiff
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Yeah, looks fine to me. With this you should be able to play e.g. c512006620

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Show your params rq?

neon hare
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this i assume

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actually give me a moment

median skiff
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Hm, yeah.... you repacked the bank and restarted the game?

neon hare
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uhh you know how you were talking about the rename stuff? i went back to that and the name is just showing up as "<?>" even though i renamed it to cs_c0100

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dunno if thats why

median skiff
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Nah, that's fine. Just a consequence of soundbanks using one-way hashes

neon hare
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im probably fucking up some little tiny step here ugh

median skiff
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If you want to make sure start with a new soundbank. With only 4 sounds it's easy to do :)

neon hare
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is there maybe something wrong with this?

median skiff
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Not sure about the dummy poly, but should be fine. What's the name of your soundbank now?

neon hare
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"cs_c0100.bnk"

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well

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hold on

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it might be something with the name

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in the terminal it says soundbank None

median skiff
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🤔

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Let me check

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No, that's fine

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Hmmmm

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@loud stirrup what did you have to do to get the custom soundbank working? I'm not at home and can't check my setup right now

loud stirrup
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cs_c0100 gave me problems

neon hare
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hm

loud stirrup
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It seems c0100 is used by the game or something

median skiff
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Ohhh, I mixed it up xD

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I thought it was the other way around

neon hare
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still doesnt seem to be working

median skiff
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Are you testing in game or in DSAS?

neon hare
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in game

median skiff
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You're using cs_c0010 now? And you've update the NpcParam?

neon hare
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yeah

loud stirrup
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mmm weird, it worked for me first try (using cs_c0010)

neon hare
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i have to be doing something wrong

median skiff
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Where exactly did you place the soundbank?

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It should go into <your mod>/sd

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Not sd/enus

neon hare
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yeah its in /sd

loud stirrup
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wait, I put my custom, Yonder created cs_c0010.bnk inside sd > enus

neon hare
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guh

median skiff
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Hm. I guess it doesn't matter then, I'm 99% certain mine is in sd/

loud stirrup
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and it works, 100%

median skiff
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Any chance you're editing a different regbin?

neon hare
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nah i checked that as well

loud stirrup
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the sound id in the tae event is correct right?

neon hare
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yep

loud stirrup
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and you chose correct type c or s?

neon hare
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correct type?

loud stirrup
median skiff
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SoundType in the tae, the 1 character prefix before the ID in yonder

loud stirrup
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SoundType (s) for sfx

median skiff
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Can you transfer some other, less "special" sounds and test with those? These ones might be tied to some bus or something that just doesn't work well for the player or open world

neon hare
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its a c sound type

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should i put it to s?

loud stirrup
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yeah

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probably you turn it into s when creating the soundbank and transfering the sound

median skiff
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If it's Play_c123456789 in yonder use c, if it's Play_s123456789 use s, etc.

loud stirrup
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iirc mine were originally c type (NR players deflect sounds) and then changed into s when creating the soundbank

median skiff
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I'm out of ideas for now. Need to sleep. Will check back tomorrow, sorry fatcat

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Btw DSAS 5.0RC3 can load custom soundbanks. Add the cs_c0010 in the sound panel, then you can play the wwise taes by right clicking them. DSAS doesn't do all the audio routing, but it's a good indication of whether the sound can be located at all

neon hare
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uhh okay so

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the sound seems to work when im in bayle's arena, not sure if it matters if he's dead or alive

median skiff
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Yeah, thought so

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The sounds probably reference a bus or actor mixer that's provided by the arena soundbank

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It will probably be easier if you create new sound structures using the wems, then copy the relevant properties

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You can use create -> simple sound or batch sound builder

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Or you figure out which buses/actor mixers are missing and unset those attributes

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Bit more detective work, but less edits

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Oooor you figure out which ones are missing and transfer them from the arena soundbank ^^

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Lots of options

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Mana sleep lizLazy

torn scarab
neon hare
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yeah i have just no clue how to even begin doing any of that

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i tried the create simple sound and that just did not work 💀

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probably because im doing it wrong

median skiff
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There's not much to be doing wrong there fatcat choose an actor mixer, choose the sound file, hit create.

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Unless the new soundbank somehow doesn't include a working actor mixer thinkrome

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Or if you want to transfer stuff from the arena soundbank you'll have to search through the already transferred nodes, check their jsons for aux/bus IDs that don't exist and use the mass transfer to pull them from the arena soundbank.

neon hare
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oh

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hold on i might just be stupid

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okay they're working!!!

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i think i just need to copy the properties like you said

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the reason they weren't working was that i didnt realize the simple sounds that i created were soundtype s and not c

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so i forgot to change it in DSAnim

neon hare
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[SOLVED] I'm a dummy and need help with Yonder