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?
#[SOLVED] I'm a dummy and need help with Yonder
188 messages · Page 1 of 1 (latest)
yeah idk what im doing at all
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.
Feel free to ping me if you make any progress or have further problems
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
so i definitely did something wrong
maybe i didnt wait long enough?
the terminal says it saved but i guess it hasn't said it was repacked at all, maybe it wasn't done yet
hm
Hm, if there are no player sounds the soundbank is broken. Can you run bank->verify and show the terminal output?
You also wouldn't have menu sounds in the main menu
yeah i noticed that too
gimme a moment
thats the same message i get when i do the mass transfer
"some potential issues but probably okay"
definitely seems not okay lmao
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
i dunno? the sounds i was transferring was the sounds from bayle's big beam attack
they looked like simple sounds to me
I'm pretty sure that's not a music switch container
check the output from mass transfer, it will list the nodes it copied over
Either way, it not having a parent is fine as long as no other node is referencing it
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?
woahhh
huh
why would it already be this broken though, its just the vanilla cs_main
unless i unpacked it wrong somehow
Which version of yonder are you using? Are you sure this is a vanilla one?
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
Hmmmmmmmmmmmmmmmmmmmmmmmmmm
I'd suggest you unpack it again, I feel like it might have been modified by accident
okay
unpacked it again and its still broken when i verify
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?
uxm should work just fine
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?
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
Strange
Can you upload the json somewhere for me? I'm not at home and only have linux right now
Ideally both the vanilla and modified soundbanks
alright, gonna be a second tho im being called for smth
Okay, I see the same errors. Strange 🤔 will have to investigate for a bit
Not sure how soon I can get it done, this weekend and next week are already quite full
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
im assuming i do that with file->"new soundbank", and then just do the mass transfer into that one?
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
do i put em in a file and drag it over .bnk2json from rewwise?
cause the repack button doesnt seem to do anything
I really don't know what's going on in your system ^^"
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)
Then add it as the additional soundbank on torrent
I know 0100 is working and 0010 was not working for some people
If you have named the folder differently before, use bank -> rename. Simply renaming the folder is not enough
ah
okay now how do i do that
why on torrent specifically if i may ask
Sorry, thinking as I type ^^
Because torrent is the only other soundbank holder that's always loaded
ah
SoundAddBankId?
and i put 0100 there i assume? or 100
ah well
it only lets me put 100 in there so i assume thats it
Ye
alright lemme test

God I hate working with cs_main, it's so difficult to spot any issues >.<
doesn't seem to work? i am just copying the same wwise_playsound_byslot from bayle, probably shouldnt do that i assume?
Same ones should work unless you renamed them in the transfer dialog
nah
i.e. put something different on the right side
i dont think i did anything like that
is it because i grabbed both the play and stop ones?
or no
Then it should be the same, e.g. if bayle plays c507012345 you'd do the same in your tae now
i can send you this soundbank rq if you want
sure, the json please
Yeah, looks fine to me. With this you should be able to play e.g. c512006620
Show your params rq?
Hm, yeah.... you repacked the bank and restarted the game?
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
dunno if thats why
Nah, that's fine. Just a consequence of soundbanks using one-way hashes
im probably fucking up some little tiny step here ugh
If you want to make sure start with a new soundbank. With only 4 sounds it's easy to do :)
is there maybe something wrong with this?
Not sure about the dummy poly, but should be fine. What's the name of your soundbank now?
"cs_c0100.bnk"
well
hold on
it might be something with the name
in the terminal it says soundbank None
🤔
Let me check
No, that's fine

Hmmmm
@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
For player, I created cs_c0010.bnk and put in Torrent soundbank slot
cs_c0100 gave me problems
hm
It seems c0100 is used by the game or something
still doesnt seem to be working
Are you testing in game or in DSAS?
in game
You're using cs_c0010 now? And you've update the NpcParam?
yeah
mmm weird, it worked for me first try (using cs_c0010)
i have to be doing something wrong
Where exactly did you place the soundbank?
It should go into <your mod>/sd
Not sd/enus
wait, I put my custom, Yonder created cs_c0010.bnk inside sd > enus
guh
Hm. I guess it doesn't matter then, I'm 99% certain mine is in sd/
and it works, 100%
Any chance you're editing a different regbin?
nah i checked that as well
the sound id in the tae event is correct right?
yep
and you chose correct type c or s?
correct type?
SoundType in the tae, the 1 character prefix before the ID in yonder
SoundType (s) for sfx
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
yeah
probably you turn it into s when creating the soundbank and transfering the sound
If it's Play_c123456789 in yonder use c, if it's Play_s123456789 use s, etc.
iirc mine were originally c type (NR players deflect sounds) and then changed into s when creating the soundbank
I'm out of ideas for now. Need to sleep. Will check back tomorrow, sorry 
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
uhh okay so
the sound seems to work when im in bayle's arena, not sure if it matters if he's dead or alive
Yeah, thought so
The sounds probably reference a bus or actor mixer that's provided by the arena soundbank
It will probably be easier if you create new sound structures using the wems, then copy the relevant properties
You can use create -> simple sound or batch sound builder
Or you figure out which buses/actor mixers are missing and unset those attributes
Bit more detective work, but less edits
Oooor you figure out which ones are missing and transfer them from the arena soundbank ^^
Lots of options
Mana sleep 
Now it's your problem explaining signal routing to others 
yeah i have just no clue how to even begin doing any of that
i tried the create simple sound and that just did not work 💀
probably because im doing it wrong
There's not much to be doing wrong there
choose an actor mixer, choose the sound file, hit create.
Unless the new soundbank somehow doesn't include a working actor mixer 
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.
oh
hold on i might just be stupid
okay they're working!!!
i think i just need to copy the properties like you said
the reason they weren't working was that i didnt realize the simple sounds that i created were soundtype s and not c
so i forgot to change it in DSAnim
i cannot express how thankful i am for your help, man. wonderful tool, unfortunately im quite the terrible user so thank you lmao
[SOLVED] I'm a dummy and need help with Yonder