#Putting Neuro & Evil into Super Smash Bros as custom characters
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Neuro and Evil will be seperate characters with their own movesets
I'm working on putting their voiceclips in the game right now so it feels more like them from the start. (I'm also procrastinating trying to fix the like 5 different issues with the model rn)
Guess I'll brainstorm some move ideas.
Neuro
Throws a brick
Vedal related attack (unless he gets modded in as a character)
Gymbag drone as recovery
Spin (would be kinda similar to Kirby's neutral air)
Clap (maybe her jab or a tilt)
Hype train (dash or final smash)
Taunts
Heart
Wink
You coldfish
Someone tell vedal there is a problem with my AI
L. L. L. L. L.
I don't even know who you are
Filtered
Pfft
Evil
Harpoon thrust (side special or dash)
Pipe (forward air, swung like a sword)
Birthday cake (dropped on enemy)
Spin (same as neuro)
Gymbag drone as recovery (can't think of something different atm)
Final smash: CFRB
Taunts
HELLO CHAAAT!
Abber demon scream
Frick 
Filtered
Bwaa
Will add more later when I think of stuff. It's after 5 am and I need sleep
Also, if music gets added, life is a no-brainer, but chxi's arrangement would be so good here imo
Goodluck with your project
~ and hf
Hey thanks for sharing your ideas 
Thank you!! 
Actually, I needed to ask you for help with something. The model's eyes and face are all messed up going into the game and I'm guessing it's because of the shape key expression system in blender. Is there a way to disable that and just use the eye/face textures as normal textures?(I don't know exactly the issue, it's just my theory for what's going on )
oh you have to set all the bars here(shapekeys) to 0
if thats what you meant?
Socuuuute 
I'll check that and see if it works!
Man I'd love to learn how you get your lighting so good in Blender
Its an addon/preset shader
Oh!
seriously?? Is it something I can get, then?
I actually couldnt find the source anymore~ the page I bookmarked just gives a 404 error

rip
thanks for looking though
Oh, so it appears in the process of porting the mesh the shape keys have been deleted
(did I do that...?)
How is it that in Blender her face still looks normal then?
So did it work?
Some 3D format doesnt support shapekeys~ Prolly what happened there
So basically what's going on is
In order to port a model into the game I have to detach the mesh from its armature and attach a character from the game's armature to the Neuro/Evil mesh and rerig (yes it's a pain. Basically replacing the game character's mesh with the Neuro mesh.)
I don't remember if I deleted the shape keys or that happened automatically. It looks fine in Blender with the default expression, at least, but when I put it into the game....
This ends up happening instead of using the basic textures. I assumed it was because of the shapekey system or something, but I have little knowledge of how this stuff works 
The wrong textures are being applied clearly, in some way
hmmm let me check
why her face gets pitch black in some spots I have no idea
and her eyes seem to be using part of the skin texture I think?
are you perhaps just putting the wrong texture?
It's possible... I'll see if I can find a spot that that's happening. I know where to set the textures for objects, but
wait
thats looks like the body texture set on face
yeah, it does. Cause the face is part of the body object
I guess that's why
but how do I set that seperately in this program then...? I'll have to search around more....
ignore the broken vertecies on the arm in the preview idk what's up with that
idk about that program tbh~
Check the materials folder~ maybe u could set up the texture there
I'm too dumb for this
I'll see if I can find tutorials for this program with face stuff
thanks for helping me with this btw this has helped me narrow down the problem at least 
(I don't expect you to know how to solve my issue with this very specific program problem dw
)
well, this does fix the eyes
unfortunately it applies to the entire object
it seems this is the problem 
I gotta figure out how to apply the two textures separately for the eyes and the rest of the skin object
Either u messed up something in blender by accidently combining materials~ or this program's fault for merging materials
yeah. I'll have to figure this out. At least I know the problem now though! Thanks! 
It looks okay in blender right?
yeah, in Blender it looks fine, so it's probably the way the program interprets the materials or somethin'
the program is called BrawlCrate, it's for reading the files the game uses.
so.... not as robust as Blender, obviously
To-do list:
-Learn brawlcrate's facial expression system (and how to get more then one texture applied to an object) to fix her face texture issue (and allow for expressions/blinking)
-Learn to create parented armature in Blender (starting with the tail (for cat mode as a skin, and because it should be easier as a start))
-Learn to add bone as an ID on the character in brawlcrate (there's another program & a tutorial I found)
-Add armature/bone IDs for the skirt and rig it 
-Fix my poor rigging job that's causing the inner clothes to clip through the cardigan
-Select voice clips to use, convert the MP3's into WAVs in audacity, making sure the filesize isn't bigger than the sound I'm replacing (decrease quality if necessary) and get them in the game.
......then I can move on to making custom animations, and attacks and all that. 
bruuhhhhh I have Eviln voice clips IN THE GAME WHY IS IT NOT READING THEM??
I'm so close, when this works like it's supposed to based on the guide, I can just give her all the voice lines, and then move onto other stuff. I'll share the results here when I do.
Somebody on a modding server gave me the answer to the voiceclip problem, so I'll fix that and showcase it here tommorow 
AYYYY I got Evil voice clips working in-game
unfortunately their audio is super low for some reason? Gonna have to solve that one first 
alright, just had to up the decibals in audacity by +12db.... it makes the sound quality worse though, unfortunately. Hopefully it's not too noticable in-game
ok the volume is loud enough, but now I can definitely hear the sound quality decrease
The unedited volume, the +12db, and a normal voiceclip from the game.
still trying to figure stuff out. Though I'm going to just add the voice clips with high gain for now anyways.
And I think I'm closer to figuring out the issue with the eyes. It sounds like brawl doesn't do 2 materials on one object... I may need to seperate the eyes as another object. I really gotta look up a facial expressions guide for the game
You could bake the textures into a new material that has both face and body combined into one mesh
Would need to redo the UVs tho
Sorry for no updates for a few days, really haven't been up to working on this.
I added a bunch more sound effects but the necessity for so much gain ruins the audio quality. There has to be another way to make the volume work.
Also, apparently the game crashes when going to results screen, which is not a good sign
I'll be honest I haven't learned how to make UV maps or materials. That's good to know though, thanks!
I'm probably gonna talk to Taprieiko and figure out what to do with the eyes/expressions based on however they have it set up, I'm clueless on this subject 
I know a decent bit about programming and designing moves and stuff for the game, but the stuff with 3D models (in order to get the model into the game) has all been a huge learning experience for me (that i have to do before I can actually make the attacks and animations and stuff)
FORGOT TO PUT MY UPDATES HERE
@willow bane solved the face material issue!!! 
I need to do the whole learning to rig a skirt thing.... 
Also I need to find a way to increase the playback volume of a sound file without destroying the audio quality.
Her voice lines are either way too quiet in-game, or super bad quality because I up the gain by +14db
This is likely due to the sound peaks exceeding the maximum volume of the sound file
You could potentially increase the overall volume feel by normalizing the peaks, but this won't get you a ton higher
Another option is to play the audio at a higher volume on the playback device, although I assume this is not possible without further modifications to the game
You could also use a floating point format for the audio that allows for volumes greater than 0dB
One format that allows for higher audio levels seems to be Float32 wav
Depends on the exact audio format you need to export to in order to get the audio into the game
oh wow thanks! That's super helpful, I've not worked with audio much before so idk much lol
I work with audio a lot
I kinda make Neuro/Evil covers and have to make sure the export doesn't do the digital clipping phenomena you described
By the way, do your voice lines have BGM in them? I could remove it for you
NOWAAAAYYY
I downloaded the giant Evil voice clips folder from that big google drive, and I went through like 150 of them or so picking out ones I could use. I avoided using any with significant background noise. Even a couple I am using still have a bit...
That would be amazing
though I haven't settled on what all the voice lines I'm using are, the fact that the ones with BGM are on the table is huge
Well, with me doing a lot of audio stuff, I also have tools to separate things like that
yeah I've seen you around and associated with a lot of cool stuff 
I do indeed do some pretty cool stuff, such as mixing Evilris (as well as loads of other cool stuff) and controlling the entire Neuro RVC project
that's so great! You're talented and know so much
Here's my latest funny dabble, this one heavily utilizes the vocal extraction stuff that can also remove the BGM
Without that stuff Evil and Teto's vocals would be nowhere near as clear
The fact that you've got the ability to use Evil's voice too is even more impressive to me 
also this sounds great
And it is very much impressive
Neuro RVC V11 is nearly identical to Neuro, so we have likely the highest quality raw vocal stems of LIFE out of anyone outside of Vedal
idk how this stuff works but it's impressive and I love it 
When I manage to solve the volume issue on voice clips and pick out the voice lines to use I'll def take it to you for BGM removal 
AI makes AI work 
If you give me something I could try to both remove the BGM and amplify
oh
okay, sure, I'll get one I've been using
It does indeed
It's insane how accurate the voices we have are
We managed to fool some people with Evilris into thinking it was real Evil
idky the game sounds are so freaking loud compared to the ones I put in, but I had to add +14db in Audacity just to get an acceptable volume 
oh is that was you call....the song AI?
Can you get me a game sound file to compare to as well?
oh yeah I can probably do that
Nah, Evilris is a cover of Tetoris with a cool MV
Happy birthday Evil!!!
Credits:
Evil RVC model: Wispers & Superbox
Vocal: Wispers
Mixing: Superbox
Video: waya13
Art: Kaze
Evil Neuro, the world's best AI vtuber, will lead the swarm to take over the Internet!
Original: Tetoris / Kasane Teto
Original song link: https://www.youtube.com/watch?v=Soy4jGPHr3g
Twitch:
www.twitch.tv/vedal987
Youtube...
ah here's one I might use as a taunt or victory screen line that has quite a bit of BGM
I assume no wav available
they're all at about this volume
I have to turn it into a wav to put it into the game, but they all came as mp3s
lemme see if I can rip an game audio file with this program...
ok so the program that lets me add sounds can't export them, that's wonderful. 
Here's a basic Audacity amplify
Now to amplify more with Float32 and LMMS
might be able to find them online somewhere
whhoaaaa that's amazing, BGM gone and I can't tell lowering of quality at all 
It's currently just +4 from the original and at exactly 0.0dB volume
Here's one at +6dB I believe
btw I'm trying to make a comparison audio file
yeah, I had to go to +14 for it to be "okay" volume
Can even make it even louder
which is why the quality was so bad
Well, mine is LMMS Float32 exported, so it doesn't do the clipping thing
Now THIS is loud
This one is +12
I feel like I can barely tell the difference fsr but I believe you, it happens when I did it too, I'm bad at telling the difference
I'm trying to record an audio comparison since I can't export a game audio file but- WAIT
I have videos of it in-game earlier in this thread!
lemme get that
@late vault #1337949385308508160 message
I had the same voice clip not boosted, boosted +14db, and a normal game voice clip, all shown here
Silly
Well, try this one
If this one somehow clips then there's something wrong with the encoder of the thing you're using to put audio into the game
what's silly? 
alrighty I'll try this 
The voice clip
oh "Back to your place, peasant" 
Very silliness
ok I put it in audacity and yeah it's peaking
like when I tried upping the db
I had discord too quiet and didn't hear that
I assume you're playing it back at full volume
All the data is still there, so as long as you don't put it trough something that makes it lose the data, if it's played at a reasonable volume it shouldn't clip
alright
Just exporting from Audacity automatically forces the maximum audio level to 0,0dB if it's higher, causing clipping
ok so the guide for getting the audio into the game involves doing a couple things to the sound file then exporting from audacity.... 
and I tried putting it straight in just now without that and it destroyed my ears in a corrupted mess
so yeah I have to go through audacity
That's an issue then
What exact audio type does it want you to have from Audacity?
so first it wants me to 'split stereo to mono' and delete one of the tracks. Then it was me to go to audio settings and
lemme check the guide again I forgot lol
Open the sound file you want to use with Audacity.
In the bottom left you should see "Project Rate (Hz)" Change that to 22050.
Next click where it says "Audio Track" next to the sound waves and click "Split Stereo to Mono."
Delete ONE of the audio tracks.
Click "File" -> "Export Audio" and change Save as type to WAV (Microsoft) signed 16-bit PCM.
those are the instructions 
it's what I did before
Hm
16-bit PCM might be an issue
It doesn't allow for higher audio levels
I need to make it sound louder without making it physically loud somehow
Let's see
.....that sounds impossible?? 
There's some funny stuff
man I'm also having this issue again with the skin exploding when running animations... bruh. IDK how i solved it before.
Hm, harder than I expected
Would be cool to know the root cause of the audio volume mismatch
Can you somehow access the game ROM filesystem?
Unfortunately I'm not one of the super-experts on this game, but I do have connections to some of those people so I could try and attain information from them
I found a way to get it a little louder, but nowhere near as significantly as the destructive amplifications
yeah that's the problem, not that it has to be louder, but that it has to be louder by SO MUCH
What should I ask the people who know the code of this game super well when I get in touch with them?
(I only know character & music modding, nothing deeper)
You really just need to grab a file from the game for me to look at
I want to see what the voice line files in the game itself look like
ok I might even be able to find that online
I'll search
ok I found it instantly lol
Alright, let me take a look
got them but for some reason my media player cuts them off before they finish, hope that's just in my media player
I can probably find a way to inspect the data
ok yeah it was just my media player
this is from sounds-resource, so it should just be a rip straight from the game
Very interesting looking one
It just about doesn't clip
Potentially done with the same kind of thing I'm trying right now
In Audacity the volume of this and what I have as the outcome is somewhat similar
that's good 'cause they can't somehow end up as different volumes in-game if I'm following the same format
I assume
Did this to it
As well as my non-amplify amplify
it seems to not be clipping as much... and it got in the sound program (SuperSawndz) all good
I'll try playing it in-game and see
It certainly shouldn't clip, the audio level is not increased from 0dB
Magic trick
What I'm hearing is probably just the game compression or something, it seems to happen to vanilla voice lines too
ok will put it in game and test
Yeah, 22.05kHz is low, only half of the frequencies you can hear
oh wow
Literally cuts off the upper half of the sound
upper half? 
Yeah, the high frequencies
huh. Is there a practical difference between top half and bottom?
In this case frequency
Top is everything above 11K and bottom everything below 11K
Let me try to get you an image that shows it
Original vs compressed
You can literally see how the upper half is just totally gone
You understand now?
okay yeah it's in and sounds alright! 
yeah I think so, I just meant like, why the top and not the bottom
You can see it in the image
I just like messing around with audio
If you need more audio stuff, I guess I can help with it
alright, thank you so much!!

I'm really mentally stuck with this next step.
Honestly the fact that two very talented people have showed up to save the day for me on two problems in this project already now makes me want to see if anyone else who is skilled in this particular area (of rigging) would be interested/willing to help out.
I've learned a lot about 3D models in this process and it's great to but what I am experienced in is the programming of the character (and I can animate, a little.) Getting through all these steps of getting the model functional in the game has been insanely slow as a result.
Taprieiko comes to mind when 3D stuff is mentioned
yeah, Taprieiko made the model I'm working with 
It's just that I had to take the game character's skeleton and rig it to the neuro model inplace of the Neuro model's skeleton. So everything was unrigged, i learned to rig and did a shoddy job on it, and I need the skirt rigged too because I didn't do that
Maybe ask Tapriekio if they can help you
They've helped me before with throwing Neuro into a couple Source engine games
Oh really??
okay I will!
Silly
very unfortunate that this project is stalled considering https://www.youtube.com/watch?v=RhlRRImUJq0
When they said EVERYONE joins...
►Twitch: https://www.twitch.tv/vedal987
►Twitter: https://twitter.com/Vedal987
Edited by FroggDex
#neurosama #vtuber #ai
Ah..... yeah I got kind of discouraged at needing to start over with a new model now that she has her new official design, and I still had so many things I had to figure out and do to make this work, I just ended up focusing on other projects (like Neuroverse fanfiction).
I do wish I could finish this one day, it's just a lot of work for one person without a lot of experience at it... 
The fact this is a video and that anybody shows interest in this at all makes me remember and care again though 
continue with the old model, neuro is neuro
I'd say continue with the old models. You could add the new ones in the future when you have more experience. The old models can just become alternate skins afterwards, so the work wouldn't be wasted
I just got burnt out on this and unfortunately never got the passion for working on it again. A huge part of it is just trying to figure out how to do things with limited resources and few people giving me answers 
If I could just do the stuff I'm at least more familiar with, a.k.a. programming the Evil & Neuro's attacks, (I also know how to do animation, but I'm inexperienced so I'd be making low quality ones and need to improve) and it was like multiple people working on this together who know how, it'd feel a lot less daunting.
As it stands, aside from this being super cool, I mainly would be working on it just because other people want it, which isn't enough to carry me through the immense pain of trying to get this working 
tl;dr: If anyone wants to help on this project that would be GREATLY APPRECIATED 
if anyone wants to do:
-3D model rigging
-Select and convert voice clips for Evil & Neuro (there's a google drive of their voice lines to choose from)
-3D animation of Evil & Neuro
(The rigging I need the most help with, as well as solving a terrible issue where the game crashes when going to results screen w/ Evil/Neuro)
I wonder if those voice lines are "clean", meaning they have BGM removed with tools like Roformer
When I last checked them, they didn't, they were just straight audio rips
Then maybe I could clean them with my stuff
That'd be amazing! 
What voice clips to use would have to be decided though
And there's still that volume issue, thiugh i think you actually solved that before when I asked sbout it!!
Yeah, making stuff seem louder is completely possible
Just pick voice clips and I can handle it from there
Man, seeing those Neuro, Evil & Vedal skins in Smash Ultimate that someone made and released really gives me mixed feelings, because of this
The only huge issues that's actually still legitimately holding this back from being real is the fact that when a match ends, the game crashes
and I have NO idea why, nor is it easy to find answers for these things
If it's when the match ends, isn't it something that loads at that point?
Weird
Have you got a stacktrace?
The game has a crash handler that shows some info yeah, but that wasn't triggering for some reason on emulator. I'll try running the Neuro mod on console to see if I can get the crash handler to trigger there and get info from it, I guess 
yeah, it must have to do with the results screen, but I have no idea what could be the issue to make the Evil model load in-match but not on the results screen.
On emu you should also have a debugger
Compare the Neuro and Evil models and see if there’s any real difference between them
With this old model I'm using, they're the same model, just textured differently.
I haven't messed around with Emu debugging tool much, guess it's worth looking into. I know they're supposed to be better for that.
Well emulators are designed to support development
Hm.. doesn't really make sense
Well, they both crash it as far as I remember, so...
Well... makes sense now
Hi Shadrake! Don't feel discouraged by my mod existing! What you are working on is FAR more complex than what i did with my skin mods. I'll be cheering you on as a fellow Swarm member. The more Neuro & Evil stuff in Smash the better 
oh wow, thank you!!!
Don't worry, I had kind of burnt out on this months sgo, since around Evil's model debut in March. I still want to continue it though, snd honestly your skin mod in SSBU is so cool and that, plus especially seeing people talk here in the thread is motivating me to want to keep trying with this
For real that's a super encouraging message and I sppreciate it so much 
I saw you even made those models yourself, did you rig them to pokemon trainer's bones too???
I'm so glad to hear that my message helped cheering you up! 
And i understand the burnout thing, it happened to me too at one point in my modding journey where i just didn't took enough breaks and mostly thought about people's expectations of me and my mods (running into tons of bugs didn't help either)
Also yea, i did rig my models to trainer's bones too.
I still find it so cool that people still mod Brawl! I wish i could help with Brawl stuff too, but sadly i started modding Smash since Wii U so i'm lacking a bit of knowledge there.
Tho, i am in a private server with some of the OG Brawl modding veterans who also worked on Project M and stuff, so if you ever need a hand or pointers, i might be able get in contact with them. (or at least i hope so)
Thank you!!!
I've just only ever had the drive to work on this when I've gotten obsessive over trying to make it work and spending all mytime bashing my head against it hoping it'll work until I burnout, it's happened a few times over the years and I'm finally this far
Honestly that's AMAZING, it's hard to get answers in the Custom Brawl Modding discord, and I'm only aqquaintances at most with a couple of people who do programming for mods. That's super cool you're in that server
The thing though that has totally ruined all progress for me has simply been model impotting. I learned rigging doing this. So it's a super shoddy job. And I haven't made bones for thr skirt or rigged that (an absolute nightmare that I've had no energy to even sttempt). I'm a total novice at rigging and so even though I finally have thr modrl in-game, the skirt (and hair, but that's less important) just clips through everything with no way to animate it.
So if I'm gonna make new animstions (attacke and stuff), I need to at least get that rigged (and get the game to recognize those as valid bones, that comes after though)
That is my second biggest roadblock right now, behind the game just freezing whenever a match ends...
Also I had to decimste Taprieiko's model by like 90% so it'd have few enough verts to run properly

Do you have ideas for Final Smashes already?
If not, I have some ideas!
Neuro's could either be a straight-up gun, Neuro Car that runs the opponent over, or "I'm Thinkin' Neuro Neuro o oo o" as a full-screen attack that goes back and forth.

Evil's could either be a rain of pipes, awakening the Abber Demon, or something to do with BOOM.

Those are all cool ideas 
Final Smashes would probably be the last thing I'd work on, but I definitely want to give them those if I can get to that point!
I'm gonna finally go find the SD that has Evil & Neuro on it to try and see if I can find out the cause of the match end crashes.
Thanks everybody for giving me the motivation to try again 
ah, here we go
Looks like march 8th was the last time I messed with it...
crud.... this is an older version. What happened to my progress on her texture issue and removing the unrigged cat features??
I regards to the end of match crash... managed to find the debugging features Superbox mentioned. So at least I have information on the cause, though I'm not smart enough to understand most of this 
I'll ask around, hopefully can receive an answer
This is making me think we need Neuro and Evil for MUGEN 
Okay well the bit I do understand here is that it's crashing due to a null reference to 4 texture files
I have no idea WHAT those could possibly be, but that's the reason.
The bright side is this makes me have far more hope at fixing this issue and getting Neuro & Evil to work 
Doesn't the game expect something at that point?
Like an animation
If anyone starts this project let me know, I'm more than happy to be a tester, I have all versions of MUGEN 
Someone tell Vedal there is a problem with my AI.
Random theory: what if the crash is because there's no end of match animation defined for the models?
Hm
What does a typical end screen contain? What textures may it load that are character specific but also not the model's textures
It does, but that shouldn't be related to textures, nor did I replace the animations file... which is very confusing
I thought of that, but animations are a separate file from the model itself, which I haven't messed with at all yet.
Well could the animations be incompatible with the model?
I'm planning on checking this out. I'm gonna test to see if the crash for sure only happens with the model I imported, and try to figure out what is possibly changed for the results screen
The only reason that would happen is if they tried to use bone IDs that don't exist - but that's precisely why I didn't delete any of the existing bones when I ported the Neuro model over the skeleton
Okay, so the crash happens even if it's on a normal model for the character I replaced... did I never test that before??
It doesn't crash for other characters, though.
What in the world did I do to cause this lol
Well go back trough things you've changed and see I guess
Thing is, I last worked on this over 7 months ago, and I spent dozens of hours on it, I don't remember all I did 
I'll just have to look through all files related to the results screen for this character
Apparently people fix this with "version control systems", whatever those may be for
The thing with not knowing what you've done that is
Checked the Results Screen stage itself, nothing missing for the character
There's a couple menu places to check still elsewhere that I gotta find again, forget where in the files they are
I asked ChatGPT about the log, and it said it was a function being called to clear a texture. Maybe the models need to be destroyed before the animation starts
Or something
Somebody in another server said this to me, dunno how much to trust it, nor if it's that helpful
to clear a texture?
interesting....
that makes sense
You seemed offended
Wha

I looked on YouTube for what should appear after a match, but I couldn’t find it
But if the game is going to load the animation of the original models, it makes sense to release the mods before that
Phew.... had a super busy weekend, but I should have time to really put into this this week! 
I mean, I could easily get that for you
My current plan is actually to just reset the character files to normal and see if it still crashes.
If that still crashes, that means it's not from the character files at all.
If it doesn't, I'll add back in just the costume file for Evil N. Then see if loading a normal costume for the char crashes.
If it doesn't, I'll try my current model. If it does, I know it's (somehow) something to do with my model (though how that breaks a normal costume I don't know)
Yeah keep swimming
Well, I reset the fighter files, and the game still freezes , so that's.... interesting
I'm gonna try getting a fresh copy of the game and putting them in again and see if it crashes
well, it's working fine now on a fresh build 
now to figure uot what happened to the model with the fixed texture and removed unrigged cat features....
OK I tried to load the Neuro skin and it crashed the game for real
whyyyy
I put the fighter file and sfx back in, and it reintroduced the crash (also the sfx aren't playing). This narrows down the crash cause greatly.
IT'S THE SOUND EFFECTS

HOOOOOOOOW THAT DOESN'T MAKE ANY SEEEEENSE
You must have somehow messed up the encoder
Ensure the codec is correct and no sound effect that doesn't exist is being called
It definitely can't be calling sound effects that don't exist since the freeze doesn't occur at a point where any Evil voicelines happen. I guess it has to do with the encoder?
I'll restart the voiceline adding process and monitor when it starts freezing 
Remember to keep things in WAV format while editing
Confirm the exact ffprobe output for the currently existing sound effects and try to replicate
Well, this doesn't look right... 
Yeah that isn't quite correct
