#BGME (Music customization for P4G 64-bit, P3P, and P5R)
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Iāll check again but I did
the newest version uses 0.15f since it removed a setting that lowered it to 0.5f at the start
And I heard mass destruction
kill this folder
Got it
See?
https://github.com/T-PoseRatkechi/Ryo/releases, it'll fix issues with game BGM being lowered
Thanks
they're in both, they share code for stuff like this
have you launched the game at all?
Yes!
Ok let me
Launch it again
Just to be safe
Iāll do a battle or two
Close out
Then check again
did you make this a new mod? you didn't forget to add mod dependency on bgme battle themes?
The mod is my personal music mod
ā¦.but I may need to add dependency to BGME battle themes.
Game is booting so let me see
Itās weird tho cause when I tried it, Mass destruction OG played
Just quiet
battle themes will ignore any mod without a direct dependency...
ā¦ā¦hold on

Okay quick question, I have two different BGME Battle Themes mods rn, do I delete the old version???
Cause otherwise the mod will depend on both versions since theyāre named the same
Should I just rename the P3R one?
only keep the P3R one, it's the latest version
Ok, let me boot up again and see if volume is normal
If not then I will download the new Ryo
If it is then I mightāve wasted your time, sorry
does the randomizer work yet, i can get it to randomize the main battle, but nothing plays on advantage or disadvantage in P3R
(btw i tested it in p3p and it worked)
const myRandomBgm2 = random_song(2000, 2012)
const myRandomBgm3 = random_song(3000, 3007)
encounter["Normal Battles"]:
music = battle_bgm(myRandomBgm, myRandomBgm2, myRandomBgm3)
end```
pme btw
Ok I think it actually is normal now.
Now that it actuallyā¦. Is using proper dependencies
Oops
i'll never forgive this just means there should be some kinda guide or FAQ
it should, by nothing you mean muted audio or only uses the normal music?
No audio besides diolouge and sfx
i can spell i swear
The new Ryo you pushed may or may not be needed, my volume is low rn cause I canāt super duper test volume tooooo much cause roommate is sleeping
Definitely push that BGME update though
The one that fixes the cue path thing or w/e
any errors in the console window?
no
but it doesnt even call a cue
for music
nothing is called at player id 0
which is why i thought it was a bgme thing
could you post the log (or copy and paste from console)
give me a sec
ye
did you download the version on github or gamebanana?
gamebanana
Thatāll do it
bgme framework p3r
^
i do have that
the api is already included
should post that update yeah lol
bgme.framework.p3r
thats wild that the gamepass version was figured out first
ok it just kept playing the tartarus theme once i got into battle
How is your battle themes mod set up right now
from scratch
enable bgme framework manually
im using a script not using the battle themes mod itself
.
for technical reasons i can't have a dependency on it for it to auto-enable
Oh btw turns out I did install the Ryo patch
With the louder music
So
Use that after all, it didnāt seem too loud to me
original?
I can more thoroughly test tomorrow, but
Presumably meaning framework and not battle themes
oh yeah, original
Oh
you should only be seeing one in reloaded?
yea the first in the list is only enabled for P5R
they're two different mods, you have to enable in P3R
yeah that's fine if this is for P3R only
it is
you only need a dependency on bgme for p3r in that case
im not using battle themes
But do you wanna use battle themes?
it does not, and if it does lmk
If not then you donāt need it
I thought you said to make sure it has that dependency?
BGME Battle Themes needs that dependency, and should have it unless something went wrong somewhere. Mods using BGME Battle Themes only need a dependency on BGME Battle Themes.
and none are encrypted yet either
Yes
Thatās what I meant
Hence me saying ābattles themesā needs a dependency on API
Maybe I shouldāve specified I meant BGME battle themes
Lol
but it should have it by default, you should never have to manually change another mod's dependencies 99% of the time
Mhm
if so, let them know because something broke somewhere š
But yeah, other than removing the scary red text yelling about being unable to find PlayBGM, I think you could push the BGME update to GB
ignore the eldridge demon screeching, the adxs are not encrypted yet
but this shows the problem
What is your music script right now
.
And is this meant to be a BGME battle themes script or a BGME framework script
framework
Ok, Iām gonna be real, itās 1000 times easier to do battle music randomization with BGME Battle Themes
yea but i dont wanna
- Why
- If you donāt wanna, why do you have BGME battle themes
- its screwy when replacing other game music (i have a hatred of club escapades music) i also want to randomize the daily themes and dorm themes
- its for p4golden and not enabled on this
it looks like it is calling the right song
[Ryo (P3R)] [INF] criAtomExPlayer_SetCueName || Player ID: 0 || 2003
You can use both framework and battle themes
They donāt conflict unless theyāre both trying to do battle music
im trying to remember what can cause this but maybe you figured it out
i think
what was it?
[Ryo (P3R)] [INF] criAtomExPlayer_SetCueName || Player ID: 0 || link_60
this is the call for the victory music
it starts with the link_
the battle music doesnt
oh, it's not that
they have link in the name so idk
link_60 is just the name the game uses for music, BGME also uses a name but it's just the cue id, no link
in your log, do you see Ryo assigning your music near the start?
i just closed the gameeeee
but yes it does
and i did check and it assigns everything
when you enter battl
oh, let me check
doesn't have it, when you enter battle does Ryo mention redirecting a cue?
yes
can you post the full log
what the link thing???
yep
?????????
removing link from custom assignments
OH YOU ALREADY HAD LINK ADDED
because the random is calling for song 2003 not link_2003
i thought you meant you wanted to test adding link to the name, which would make the BGME not find it
lol
i am gunna bump the cue ids for standard fights up to 4000 so it doesnt conflict with the existing dlc
my brain combusted when i looked at how it works
that'll conflict with battle themes, if you ever end up using it/a mod that does (it's configurable for battle themes though)
i rarely use mods besides frameworks
everything else i choose to make myself
using Framework itself can be considered "advanced" now which is funny since it was meant to be a simpler way than a bunch of file editing lmao
BGME Reactive and BGME Battle Themes are an easier way to add common stuff like boss BGM or randomized bgm.
i mean the partial reason i got p3r was an excuse to have something new to screw around with
i already had a functioning music replacer with a hex edited uasset
but this gives me more to work with
i remember the days of needed to edit the encounter table, at least this game doesn't have a dumb battle bgm table
actually question
will bgme auto loop the song when it ends or do i need to set that up (like it wont be a nice loop but it would just start from the begining)
you need to set that up
i feel like i remember needing to do this with p4g
unless rena pulled some black magic in the last few days
i did not ^ i actually wouldn't know since i encode everything through phos which enables looping by default
i should get that set up
I feel like I'd asked this but idk if there was an answer/if I forgot/etc, what does happen? does load order take priority or does something else happen?
this is directed towards you Rena, I swear I asked you this earlier but I couldn't find it lol
they've got a version with the p3r project and encoder ready
yeye
it's been a long day
i did it with p3p i believe
would depend on load order
if something gets added by API after launch, than it'll probably have higher priority, like P5R and custome framework
cool ty
so until that happens, P3R anime music expansion could happen alongside battle themes haha
supposedly P3R events are similar to P5 and supposedly those are much easier to work with than P4G, so...
damn, brawler was playing on hard mode all along
Goku shocks the world once he reveals how heās been training!..
has anyone tested flowscript and BGME š¤
does phos have a p3r project yet
well i'll just wait until a dedicated guide comes out
cuz my brain actually hurts from looking through it
god I love those random dragon ball videos from like 2010, they pop up in my feed every so often lol
I suppose it wouldn't be too hard to test if flowscript works with BGME. mod menu right?
[Reply to:](#1089998902616395776 message) does phos have a p3r project yet
oh ok
they uploaded a version with it, plus updated vgaudio
oh yeah, then it should work. i've used it to call music already
btw, what exactly is Ryo doing? I dont mean like the literal code, more like an overview
a while back we figured out how to add more BGM to the DLC BGM system in SH2 and then hit the bottleneck of "we cant edit the ACB because ACE doesn't work on it"
but I see you're just loading loose adx now, so i'd imagine a similar method can be applied to SH2 then and have that load HCA instead since thats what it uses
(Soul Hackers 2)
(also worth noting SH2 is one of the rare few games that calls things by cue name and not cue id)
criware has functions for playing audio from other sources like an awb, file (p3p does this i think), or just plain data
ryo hooks and creates wrappers around the functions needed for adding/replacing/playing cue names from files, using SetData in P3R's case
though the audio settings need to be tweaked for each game to play with the correct audio player/sound categories
i see, what functions specifically do you need?
i imagine SH2 should have them all since it just imports criware sdk
and because its unity we can just call functions by name
https://github.com/T-PoseRatkechi/Ryo/blob/main/Ryo.Reloaded/CRI/CriAtomExPatterns.cs
this would just be to get the game go "for this cue name play this file", you might need something like BGME to manually play new cue names with ICriAtomEx
I can see why you'd say this since I didn't give the full picture
the game has a "list" of cue names associated with dlc bgm
it grabs the cue name from the list and then tries to play the bgm
so the game is already attempting to play it for us, so I'd just need a way to give it the sound file it needs
although yeah I guess at that point you'd just go full framework and not limit yourself to that ingame list
drove myself insane last night wondering why my thing wasnt working but it just needed that sweet sweet update. works perfectly now :)
lucky, should be simple to add then. at the point it's just volume and sound category stuff, lmk if you need help/tips for that

okay so with the new update sound works for battles
but the victory music doesnt play and it randomly blasted out my ears when the results screen appeared
the volume issue seems inconsistent since it didnt happen a second time
ia lso just realised theres NO music outside of battles now
okay so actually very strange
when i boot the game, music works fine
i go to tartarus, when i go inside tartarus the tartarus enterance music continues playing even though it shouldnmt
i get into battle, both the custom battle music AND tartarance enterance are playing at the same time, then the results screen fails toplay anything and all original base music from the game stops working
BUT THE RESULTS SCREEN MUSIC WORKS IF SHUFFLE TIME HAPPENS??
oh god its more broken
if shuffle time happens, results music plays but then it continues into tartarus but louder, and stays like that untl you get into another battle
@upper siren are you changing victory BGM
yeah its set up to
that's not fully working rn
ah
it's a known issue
victory BGM specifically
actual battle BGM is working tho
you do have the BGME P3R 1.1 right
yeah
1.0 it just casued dead silence before
so first try disabling victory music changes
if you still get silent tartarus after battles
im guessing id have to change my script
no
i mean i have it downloaded it but i havent touched it
ahhh
ok
if tartarus music breaks after battles
make a folder of [Mod]/Ryo/P3R
and inside that folder
basically replace the tartarus block cueIDs with themselves
do you have the bgm.awb @upper siren? You'll need it to extract the tartarus block music in Foobar
i can go grab it
ok
im using the dungeon dlc anyway so id just need to extract those
when you extract the tartarus block songs as wavs, simply run it back through Phos and turn them back into P3R HCAs
yeah
oh okay so
if i set it back to normal tartarus music it works
but the games (unreleased) dungeon bgm is broken
that'd track
if you want you could try extracting the unreleased dungeon BGM as wavs, then having them replace the regular dungeon music
but idk if that's what you already did
yeah ill try that
this isnt doing anything with ryo, just basic BGME battle tracks
i changed my script to just be battle themes rather then a victory set and the games sound system seems to be fine
this is just showing the dungeon bgm dlc being weird
okay so i dont know anything about ryo, so this would be the cue i need to name the file? (this is the cue name that shows up when i have the game play Game)
oh phos. manages that
and also uses the wrong name
it calls it Shin Mitsou Tensei which while correct the game itself calls it Game
Basically
In Phos
If you want to replace Thebel music with Shin Mitsou Tensei
Simply replace it as such in Phos. The new file you make should be link_70.hca
In the case of thebel
okay that works
Then make the Ryo folder in your mod
Obviously make sure the mod uses Ryo as a dependency
yeah i did that
So is it working now
yeah
Glad to hear
bit of a headache but whtv ill live with it
Oh and if you want loop points
Check the trackās properties in Fionaās
(Iām assuming youād have done that by now but just to be sure)
oh fionas was foobar
Yes
I was gonna ask what the heck Fiona's was lol
Autocorrect is very functional 
the volume/victory/general issues with battle bgm is known and i'm look into anything that might be used to fix it
alright cool
Iāll do more testing today on if you setting Ryo default volume to 0.15f or whatever compared to 0.05f is good or not
Cause I have that louder version
fwiw, whenever we made custom acb/awb for P5/R using AtomCraft, we always set the volume to 0.3f to match ingame one
hey rena, if you dont mind me asking, do we currently have a way to target particular days
like if its school on a Saturday it would play a different track
there's not, i've thought about adding something for it but just haven't gotten to it
also location BGM
i mean that in theory could work by just targeting the song that plays there and then using randoms
other thing, is there a particualer group for minibosses, i can make my own, but just wondering
you can randomize songs by targeting a song using global_bgm["SONG_NAME"] and setting music = random_song(0, 10) or similar
but not specific days (unless the game plays specific music on certain days, idk haven't played it yet)
i guess that would work better for p4g, cuz i believe the overworld music is weather dependent
it probably wouldn't be that hard to add, just gotta find where it plays overworld music and where the date is stored
it was mostly time/effort vs potential users in other games wasn't really worth it over other stuff; i'll give it a shot in this game i think
i mean if its super complicated and weird and not worth it, dont stress it
its open source c# right
if so i can probably make it myself
p5r has a system for all of that
it has an ftd file called bgmcond
has the bgm data for every field in the game
can have conditionals such as date and/or flag
ive got experience in a lot of things
as in i have no frickin clue but ive probably done it
honestly this is the first modding community ive ever been apart of but ive modded alot of games on my own, so theres a chance ive done it and i just dont know what it was called
has this been documented anywhere besides the amicitia server?
well lmk if you get it working, def see if p3r has something like bgmcond. i can handle updating the script portion if you work it out
there should be a template in the repo
im assuming if there was a way it would be related to the schedualler
ok i think looking at the schedualler it appears to call MSG_FULLMOON after MSG_JOIN and then MSG_DIALY (no thats not a typo)
Ah here we go
a list of bools
hey @rigid snow i think i found what controls it
its a data table
that being said i have no idea how you would actually interface with it
what file?
oh hey thats literally the same place as the p5r one
nice
same values too from the looks of it
does this help us at all
yes, if you can find the code that checks this every field load, you can then incorporate it into the api
hmmmm is there an easy way to print that to terminal, just every single call
what would KIN_%06d be referring to?
i believe thats how its finding the row and column
several other tables here call that when refering to field
unrelated to music, but this might help for future if we want to replace the tanakas items
anyone wanna test this just to make sure nothing breaks horribly?
why does tartarus and all other music quiet after battling once with the random bgm
Use Ryo to replace the Tartarus tracks with themselves
That should fix it
ill try, however i did notice it also affects music outside of tartarus
the answer is that it's a known issue
I think it has to do with the way music is loaded into the game or something. iirc rena is looking into if there's a different solution
well its not too much of a big deal for me, but i hope it gets fixed
at least good to know its not just me
I had music cut out partway through battle; unfortunately don't have a clip of when it happened but the console didn't show anything useful
I believe it was after an AOA or similar but I honestly don't remember :')
don't know if that one has been reported yet but that's different from the whole victory music thing
(also only showed up once in my entire playthrough today so it's hard to reproduce...)
i love how 90% of the issues have just been with battle bgm alone lmao
it's also the most essential one </3
not to make your life harder @rigid snow but global bgm replacement doesnt work at all
you just get silence
whoops
i manually play BGM IDs above 400 since the game can't handle them. But I was checking the original BGM ID, not the global BGM ID replacing it, meaning the game would try playing it (and fail)
is it part of this
kk
man i checked my code and music files like ten times lmao
is there a reason why it cant handle bigger then 400
do we know
lol, if the debug shows like it should be working but doesn't almost always a code bug. most script issues will throw an error thankfully
btw that fixed it
it's not that it can't but it'll play bgm (and audio) from it's own files like normal, and it's nearly impossible to add new audio to them. one of the main features of bgme is adding whole new music without rebuilding the awb
lmao
it also keeps playing the tartarus music
so...
i guess we still have to figure that one out
i think i have an idea what the issue is
give me 10 mins actually it'd need another mod that's still very WIP so maybe not yet lol
im curious to hear your theory actually
the game has a function for playing bgm, and seems to save what bgm it played. that function calls another function that's plays the audio. i hooked the original play bgm function, but it didn't work on steam version
now i hooked the other function but i have a feeling it might cause music to not transition sometimes
do you care much if i fork the repo
i kinda wanna screw around with it
my main theory is if you just grab the player and force stop anything playing on that id before loading the bgm
i dont know this enough to know if thats even possible
go ahead though i don't think i added the player stop function
you'd have to add it to ICriAtom in Ryo, add pattern and function to wrapper
maybe you could get away with PlayCueIdImpl.OriginalFunction(param1, 0, 0, 0)?
like i mentioned, i think it's the fact im changing bgm in a different way than the game normally does it
i think you know what your doing alot more then i do
nothing more FUN then uVar am i right
lol, i wish i knew what they did
neither am i
but i can google, chat gpt, ||and cry|| so sometimes things work
correction
cri
ok you have to admit that was kinda funny
i wonder why atlus insists on using criware for everything anyway
considering how quickly yall broke the music encyption its clearly not super secure
ok i just pulled up cris website
yea that looks really nice from a devs perspective
its basically a full daw
OH SHOOT, THEY HAVE A SUBSCRITION FEE
i think i've seen it mention their sdk is free to try, but only for jalapeno users
im leaving that autocorrect as is
Has this feature been tested yet, or is it part of the issues people are troubleshooting with victory music? Because it sounds like something I've been looking for.
A neat feature of battle_victory_set is the ability to make battle music transition into the victory screen. Just use the same music for both.
If something works and people know how to use it, then people tend to resist changing it
iirc it does not work for P3R š
victory music is kinda fucky in general right now
it does work for the other Persona games though........
Aight I had a feeling, good to know. I have faith, progress gets made every day on this stuff
its very fucky
it only works if shuffle time is activated
and will also just continue into tartarus (but that might have been a bug due to something else)
System.IO.InvalidDataException: Not a valid RIFF file
this just means my wav is bad right?
yeah, try re-encoding with audacity
might have to go to a different format first, some programs "optimize" wav to wav by not doing anything...
ahhhh, ok thanks! that fixed that one, sry one more question, I put some songs I converted using BRSTMconverter through phos and they still come out acting like they got the wrong encryption key, is that a problem with my wav as well?
sry audio editing is all new to me haha
i actually think you can just use those files directly?
https://github.com/Thealexbarney/VGAudio, anything that can write+read should be supported
oh so I would just need to rename the wavs to "2001.wav" for example?
sorry should say this is for reactive
oh i meant in phos, you can select them as the replacement file
ooooh, alright ill try that thanks
so after a little more fiddling around they play fine in foobar but still distort in game. stumped on this one
your files are encrypted. for bgme you need files without encryption
if you're converting thru cmd don't put the --keycode part in your command
ngl i havent worked with phos at all so idk how to not encrypt something with that
??? bgme still needs the files to be encrypted
does it? ive been putting my hcas in with no keycode specified when converting them
on those tracks did you set the encoder to P3R HCA?
were they already encrypted or do you mean in battle themes. battle themes handles encrypting them automatically
oh yea i was doing battle themes sorry
didnt mean to say misinfo
yeah so I ran the p3r brstm's through the converter and got all of tartarus' tracks replaced through ryo, those play fine. but doing the exact same thing with my liz replacement in reactive (just changing link name to 2001) makes it distort
so for my first go at the reactive, I put it through phos just over mass destruction which spit out the link_26.hca, and then just renamed it to 2001.hca
yeah theyll play fine in foobar but not in game
they shouldn't be playing fine 
iirc when the music files were made correctly on my end, foobar hated them even with the key there
so yea
click on the song, and make sure the encoder is hca p3r
I even tried using one of the tartarus tracks I knew was working through ryo and it was still distorted
yea thats usually what I see on my end
ill try one more time from scratch and see what happens
ok so it had to have been something on my end just deleting the project and remaking it and rebuilding fixed it
thanks for the help regardless, appreciate all the effort u put into helping people
Ok idk WTF happened, when I updated to 1.0.1 today suddenly the music was silent in battle
the new version broke again?

Ok actually I tried it
It worked again
Gonna try booting again on gaming mode
It was weird
Hold on
Nah itās fine now
this the latest version from github?
anyone tried out the Persona Series Randomized Battle Themes modpack on reload yet? Random songs load in fine but dont loop for me
like if the songs loop?
as far as I can tell, they do, but also I'm not sure I've ever been in a battle long enough for that to be an issue
ill do a quick test in a bit
if not that's a minor (major) issue lmao
brawler casually dropping a "skill issue"
hey man those p1-2 songs are the only reason I even asked haha they slap but there short and im on merciless
yeah no that's valid lol I'll let you know in a bit if it's a skill issue or if it's a universal problem
Tho I think one of my tracks may not loop??? Itās one from Randomized battle themes. Idk. May have to see
can you test the github one on steam? https://github.com/T-PoseRatkechi/BGME/releases
I will once I get to a save point
Oh that works lol
thx appreciate it
I don't even know what the shortest song in there is š¤
surely the P1/2 themes are a sufficiently similar length
bloody destiny like 55 seconds or something
If I sent a .hca could someone make sure it isnāt broken in some way
@rigid snow I think it aināt working rn
Iām getting just silence in the music
At least with the new music
and it was working perfectly fine before I updated to the GB 1.0.1
hmmm so I think(?) I'm having Tartarus or something playing at the same time as the battle music. it's a lot quieter, it's hard to tell
but there's something else there that shouldn't be there
ok yes it was tartarus
and loops are indeed broken
Yeah the new update somehow broke loops
Which I donāt know how the fuck that happened
ok dang, alright. thx for checking for me! Yea I was having that issue with overlap too but it went away after I replaced tartarus with themselves with ryo
it's inconsistent bc i got into another battle and the tartarus theme wasnt there
i don't think brawler is using the github version
also

Well Github made silence so
Also at least for me the new tracks on the GB version they kinda do a kind of scritch for a second before loading properly
This didnāt happen with the previous Github version from before 1.0.1 was on GB
correct, i am not using the github version, i'm using the release version
ā¦.yeah the release version breaks the music too
But in the sense of it cutting out midway through
The last fully working version was the pre release version of 1.0.1
That was on GitHub
Sooooooo
hold on im still on the ||crying|| stage if bug fixing

i'm like 80% sure this wasn't an issue using SetFile in the other games too 
worst case i can manually replay the audio but i really don't want to do that 
whoops, function named NotDlcBgm actually true if it is dlc bgm lmao
@zinc patio actually, i don't think the files themselves have loop points 
huh???
I checked them in foobar earlier and saw them, atleast for the one I checked
they're completely unchanged from the previous pack though š
let me build them for p3p
these are built with through battle themes, but phos uses the same library...
p3p's built files don't have loop data, did they never have loop points in the file info 
i think i might see the issue
oh no wait ur right Im seeing the same thing
that was my own file I checked for the loop point
phos built them (hca source files) fine with loop points, wtf...
so in theory if I manually build them all itd work?
probably? maybe?
it's actually an issue with vgaudio it seems like; using the old version with p3p fixed all the songs
oops haha
tfw when vgaudio adding hca loop removal but phos expects it to crash 
even weirder that some kept loop info while others didn't but at least it's fixed now
https://github.com/T-PoseRatkechi/BGME.BattleThemes/releases/tag/1.1.1 if anyone wants to test before release
silly!
i'll give it a shot
I also have another build of random battle themes. hopefully this should have no problems either but if anyone wants to test this alongside P3R too that'd be cool
seems like everything is looping ok!
thank god it wasn't an audio engine thing 
idk what tartarus is doing playing in the background though, does the game normally do that?
during battles? no it does not do that afaik
it's a very inconsistent issue i've seen when testing my sound mods
sometimes it happens sometimes it doesnt
actually i did alot of digging as to what the issue is with that
my theory is that tartarus keeps playing when your code executes after the battle starts
ive found that it will keep playing if unreal thinks that there isnt a bgm set
but the music for the fight actually starts right as the protag starts to run in or during the screencrack animation
sometimes bgme starts alittle late
so it doesnt stop tartarus
this in turn has both playing on top of eachother so if there isnt any shuffletime, everything on track zero is stopped meaning there is no tartarus music because the game believes its already playing
@rigid snow feel free to absolutely disprove this but this is what i think might be happening
to further prove my theory
i have broken the script that handles music to simulate bgme not replacing it in time
ok well my first half still stands ive managed to disprove my theory for the point past shuffletime
i believe it, battles don't run on the same thread (or w/e they use)
i wonder if wrapping bgm calls in a task.run would stop it lmao
if anyone wants to test a victory bgm fix:
https://github.com/T-PoseRatkechi/Ryo/releases/tag/1.2.5
https://github.com/T-PoseRatkechi/BGME/releases/tag/2.0.26
also i think battle and victory bgm can seamlessly play the same song if there's not shuffle time
So if I wanna make sure everything works should I get all of the new updates (Ryo, BGME, Battle themes)?
yep
Ok, booting to test rn
Good news and bad news
Good news: the battle themes seem to work
Bad news: Tartarus mutes itself again
Iām gonna see if the issue persists if I take out the Ryo replacement tracks of Tartarus block
Iām also gonna test other Ryo music to see if it may be simply Ryo that broke

Ryo seems to work just fine outside of Tartarus but no matter what the silent Tartarus problem exists
And the old workaround no longer works
the problem also comes back when i enabled preloading audio (don't do that to test it'll load all audio files)
and i only added that because ark didn't get any victory bgm
this games battle bgm is cursed
I mean at least the actual battle music works again
But
Not sure why even the old workaround isnāt working anymore
At least understanding why the workaround was needed was simple enough
But I have no idea what this is
Would it be worth trying to one by one seeing if reverting to an old version of something fixes it?
Like maybe if Ryo doesnāt get updated the issue goes away
Im gonna try that, fuck it
it'll just bring back broken victory (assuming it's working now)
See I havenāt tested victory music actually
But Iāll test reverting Ryo
Cause at least if that fixes it
Thatāll tell you where the issue is
Between the three frameworks
Ok, yeah, itās definitely Ryo
Whatever you did to fix victory themes (assuming it works) broke Tartarus music in the process
So thatās where to look

tartarus music was already broken too, didn't it break the workaround. now it's just broken harder lol
Well yeah thatās what I meant
Fixing victory themes broke the workaround
Either way, Ryo is the culprit
@slim lintel where did u get confused
I'd recommend using BGME battle themes
it's a lot simpler
to replace battle music
and it has randomizer support?
Will look into it, appreciate the helpššæ
Followed the steps on the Gamebanana page for BGME Battle Theme, have my tracks in .hca in "MOD_FOLDER"\battle-themes\music, setup MyBattleTheme.theme.pme according to the example.
The final result is the tatarus overworld theme continuing when transitioning into battle. Victory theme plays normal after the battle is finished.
this is a known bug, there's still some stuff being figured out there š
Is there a workaround at the moment?
I think some people mentioned using ryo to change the Tartarus themes?
"change" them because you'd be replacing them with themselves
Yeah thatās how you work around it
For rn
Lemme write a quick step by step on doing the workaround
- Extract the
bgm.awb, as well as thebgm.acbfrom P3R. There used to be instructions on GB but it aināt there anymore, it involves using FModel to extract thebgm.awband then, iirc, getting thebgm.acbfrom thebgm.uasset. Ask around for help on that. - Place the
bgm.awbandbgm.acbin the same folder, then open the awb with Foobar. I believe youāll need a streaming key but again ask around for that. - In foobar, search for the cueIDs of the Tartarus block tracks. You can either find which tracks have which cueIDs in Phos (if you have the P3R project set up) or at this link: https://amicitia.miraheze.org/wiki/Persona_3_Reload/BGM
- Right click these tracks and convert them to .wav. Save them somewhere youāll be able to find again.
- Use Phos to convert the new .wavs back into P3R .hca files.
- Place the new .hca files in
MOD FOLDER/Ryo/P3R.
If you search around in the Ryo thread
Youāll probably find info on those first couple of steps
I did the steps with the streaming key before so I have it already. Should it just be in the directory as the bgm files?
Should what be in the directory as the bgm files
the streaming key file
If you have the streaming key already youāre fine
Or do you mean youāve done the steps before it
did that
Send what you see
Ok, the cueIDs are the numbers in parentheses. Look for the Tartarus block tracks now
I know the last one is cueID 81
And the first one is cueID 70
When you find one of them, right click, click on quick convert and make it a wav
No
Do you have the vgmstream
Or whatever itās called
Cause if you donāt thatās what happens in foobar
It shouldnāt be an issue outside foobar
Did you get the plug-in from this server
I think the latest version doesnāt support hca files
So thereās a different one posted somewhere
Check Ryo thread
alright, will do
If not there check the P3 modding chat
found it, needed the .hcakey
now it sounds good
Do I need to make loop points for them?
If you right click a song and check properties
The loop points are given @slim lintel
I didn't know that so I made new ones with the python script
right-click the wav files?
nvm, found it in foobar
and now, MOD_FOLDER in this case is what mod? The same mod_folder used for randomized music?
Do you have a mod that has a Ryo folder in it?
If not then just make a Ryo folder in the mod folder you have your other music changes in
like so?
did not seem to fix itself, added Ryo as a dependacy along with the ones I had previously (BGME Battle Themes and BGME Framework for P3R) and the tartartus theme kept playing but slightly louder
removing Ryo as a dependency had it return to the original issue
@slim lintel get the BGME battle themes from here....
and the BGME from here
don't get ryo
the new ryo update breaks the workaround
Alright even with only the new BGME and BGME Battle Themesā¦. Monad mini bosses no longer seem to respect BGME stuff, just playing default mass destruction reload instead
š«
hey @rigid snow was my theory disproven or is that still an up an the air possibility
Should one re-add them through Ryo as well?
My music files is in MOD_FOLDER\battle-themes\music
I have my script called MyBattleTheme.theme.pme in MOD_FOLDER\battle-themes
The script has the code: ```const p3r_bgm = [p3r_massDestruction,
p3fes_massDestruction,
p3m_FateInOurHand,
p3m_massDestruction,
p320th_massDestruction
]
const BATTLE_THEME = battle_victory_set(random_song(p3r_bgm), p3r_afterTheBattle)```
Are there any dependencies I'm missing? Have BGME Battle Themes, Ryo Framework and BGME Framework for P3R currently on my music mod
Hmm, make sure BGME Framework for P3R is enabled.
This is using the BGME Battle Themes version on P3R page right? That one is a newer version than on the other games.
I should've really written down what each bug was caused by, idr what entering battle but music doesn't start meant 
oh, what version of BGME Framework is this on and any red text near the start of console? iirc this would happen if the bgm hook failed.
Enabled it now, same outcome.
Just now, installed the version of BGME Battle Themes from the github page on this thread. BGME Framework is 1.0.1
I do not see any red text
is the Framework P3R version from github too? if so it needs to updated: https://github.com/T-PoseRatkechi/BGME/releases
a previous fix for dlc bgm accidentally broke new bgm
yeah you can't trust the version it says on the file/reloaded if its from github. it comes from the modconfig and i don't update that version until release
so I pick the top one?
yep 
If that doesn't fix it, then change logging to debug for Ryo, Framework, and Battle Themes (click on mod in Reloaded -> click Open Config -> change Log Level).
go into a battle then send a screenshot of the console
Should ryo be a dependency for my mod?
you don't need one on it š
Where do I see the console?
click reloaded settings then tick show console
sure

can you try this version of framework: https://gamebanana.com/mods/495456
also just for a sanity check, there's only a single folder of BGME Framework P3R in your mods folder right?
reloaded will only use a single one with the same mod id; i've been bitten by a mod not being the version i expected it to be because of different versions in different folders š
only one I can see
oh wait, i see an issue. ryo isn't registering your music 
go into your mod's folder, BGME/P3R are there any files there?
confusing. right-click -> edit mod and show your mod dependencies?
i wonder if it's a weird interaction; if the mod only contains battle themes then you only need the dependency on BGME Battle Themes, since it'll work in any game
remove the other dependencies
so only keep BGME Battle Themes?
yep š
same thing happens, tartarus continues playing
oh wait it actually fixed ryo
[13:50:50] [BGME Framework] [DBG] Random Song ID from (10000, 10010): 10001
[13:50:50] [BGME Framework] [DBG] Battle BGM ID: 10001
but something told it play something in 10k range 
Should I enable it as a dependency again?
no it's working better now but do you have any .pme in the BGME folder of your mod?
10k ids usually come from a P5R mod
and assuming this is the only mod, there should only be one music script added I think:
there is a normalbattle and advantage .pme
Assuming that's what being called instead
yeah, that's a thing apparently
and randomly breaking victory bgm/no victory bgm for one person 
and it doesn't seem to loop
went away for a bit, came back and now it's silent
and only seems to pick one song
nvm, I just got lucky I guess lmao
make sure you're on the latest version BGME Battle Themes (i think you are)
and open BGME Battle Theme's folder then delete P3R_PC folder
there was an issue with the encoder that cause loop data to disappear lmao
does it get re-generated when start the game again?
mhmm
okii
I have two more questions
- Do I have to set a victory theme parameter in the function battle_victory_set? I don't want to change the victory theme.
- Can I set a randomizer for advantage battles?
should def read over the docs https://t-poseratkechi.github.io/PersonaMusicScript/guides
generally anything you can do bgme you can do in battle themes
battle_victory_set is just battle theme way to set victory music since can't do it the normal way. you should be able to set just battle bgm with const BATTLE_THEME = BGM_ID, for advantage/disadvantage look into battle_bgm
So can I set it to null or something similar to not change it?
you just use something else is what i mean
the default is only replacing battle bgm, const BATTLE_THEME = BGM_ID would leave victory alone
okok
it all works now, thanks for all the troubleshooting! ššæ
Wait does the latest version of Ryo actually not break the silent Tartarus workaround anymore?
Or
One more thing š
Adjusting the modified volume, one of my songs is quite quiet compared to the rest
All have the modified volume of .35
i feel like i might've did something wrong? i dont think the music is supposed to keep going like that (first time using framework so i dont doubt that i messed up somehow)
something i've seen from playing the game is victory themes seem to play a lot more often if I dont press a at all and let shuffletime pop up on its own, cant tell if its just coincidence or
using gb ryo and github BGMEs
Fixed this by using another file
kind of seems like the game is expecting the velvet room bgm to only hide the current bgm, not replace it š¤
the game should've tried playing tartarus theme on exit if it through it had to
yea it looks like it. seems similar to the battle music(?) issue that was happening, solution's basically the same too. if you replace the tartarus rest area music it'll call it like it normally should. and lets the randomization actually work properly
that's because new music is called manually and they replace each other
tartarus music seems to only be called when entering the first time, velvet room just hides it but doesn't replace it
like the rank up issue

i guess that explains why its only tartarus's velvet room that has that issue lol, the one in the mall works normally thankfully
I'm running into a slight issue with my HCA's throwing this error
[BGME Battle Themes] [ERR] Failed to start battle themes service.
One or more errors occurred. (Cannot find key to decrypt HCA file.)
at System.Threading.Tasks.Task.ThrowIfExceptional(Boolean includeTaskCanceledExceptions)
at System.Threading.Tasks.Task.Wait(Int32 millisecondsTimeout, CancellationToken cancellationToken)
at BGME.BattleThemes.Themes.MusicRegistry.RegisterModMusic(String modId, String modDir)
at BGME.BattleThemes.Themes.MusicRegistry.RegisterMusic()
at BGME.BattleThemes.Themes.MusicRegistry..ctor(Game game, Config config, String modDir, String[] enabledMods)
at BGME.BattleThemes.Mod..ctor(ModContext context)```
Ryo decodes the files fine, so I am not sure what's going on here
hca used in the batte themes should be regular HCA's; not encrypted
battle themes handles encrypting/encoding to each game
Ah, thanks. I'll fix that in the morning.
Alright, I have it in the game now - Phos Music Manager was being funky so I had to use AtomEncd. Just a couple issues. The volume is low and during the first battle the Tartarus theme plays in the background. I'll double check that the loops are working.
It's supposed to sound that compressed since the idea is that the music is diegetic.
Did an update happen that broke BGME? Doesn't work for me all of a sudden
Tartarus music keeps playing when heading into battle
Nvm, forgot I did a new installation of PhosMusicManager and lost my previous build
nvm again, didn't seem to fix it
Fixed it with this
Okay, once I swapped out the tartarus music this really gives the effect that it's from Makoto's earphones. I know that they don't work during the dark hour, but it's honestly neat.
One thing I could do is have a set of slightly better quality audio files so that after Fuuka's Rank 10 you can hear that her earphones sound better than the original ones
seeing this mod makes me considering making tartarus exploration silent to add to its atmosphere
its a cool way of incorporating his headphones with what youre doing
does the Tartarus theme workaround still exist? if so, does anyone have Tartarus hcas they can slide over pretty please and thank you <3
i absolutely love this concept! i think it would also be possible to play the track switching SFX to really give it the MP3 feel
"It's special."
I mean that's all P3 gives for why Mitsuru's bike works during the dark hour lol
Issue of skill
Also you could tie it to Fuuka telepathically giving music again (she literally has headphones for this)
i finally found the code that resets/mutes victory bgm (kinda obvious in hindsight lmao)
and better insight as to why tartarus plays in the background, same thing as velvet room and stuff where new bgm hides the current bgm while it plays
YAYYY
NEW UPDATE
One step closer to making the small change that I care about way too much !
https://github.com/T-PoseRatkechi/BGME/releases
@marble nebula @zinc patio victory bgm should be fixed completely now
YOOOO
time to test
you get a cookie if it works

yooooooo I'll test tonight
if this works it's just Tartarus music being funny occasionally right?
also did you push the bgme battle themes update that was supposed to fix looping not working?
someone on my mod page was complaining that their loops didn't work still
i can't until i undo p4g bgme since battle themes still updates from the p5r version
technically everything does except bgme p3r 
@rigid snow 95% fixed š
the 5% one triggered after battle, tartarus theme just muted
but only one time
secondly, the first time i enter battle, i can faintly hear tartarus music in Battle
that should be enough report
should be v1.1.1 on GitHub. I got that one and it creates files with loops for me now
https://github.com/T-PoseRatkechi/BGME.BattleThemes
oof :') ok I will let them know then
can you at least update the battle themes mod on the P3R page to 1.1.1 so I can just point people there instead of the GitHub haha
so to be clear, what are the current recommended versions of everything?
Do I use the regular HCA or the Persona 3 Reload specific HCA for BGME BattleThemes?
Regular HCA
hca used in the batte themes should be regular HCA's; not encrypted
[Go to message!](#1089998902616395776 message)
got it
ok the replacement doesn't seem to work
I'm trying to add the Yakuza Kiwami battle theme but idk if my files are set up the wrong way
ok I got it working I accidentally put the .theme.pme in an options folder
now how would I go about adding more themes to randomize it? just do const myRandomBgm = random_song(1000, 1009)
encounter["Normal Battles"]:
music = myRandomBgm
but replace the IDs with the hca file names?
ok wait I think I might've figured it out
ok I thought I figured it out but when I went into battle it still played the tartarus theme
any version on github is the latest one
if this is for battle themes you shouldn't be using encounter["Normal Battles"], that's for regular music scripts
const yakuza_bgm = [yk1_battle, y1_battle, y0_force, y0_parry]
const BATTLE_THEME = battle_victory_set(random_song(yakuza_bgm), random_song(yakuza_bgm) // Yakuza
this is what my pme looks like
oh yeah you got the syntax mostly
it worked fine when it was just the one song
i think you're missing a parenthesis if you copied it directly
const BATTLE_THEME = battle_victory_set( random_song(yakuza_bgm), random_song(yakuza_bgm) ) // Yakuza
is there supposed to be a space in ( random_song(yakuza_bgm)?
naw, that's just for visual clarity
ah I see
const BATTLE_THEME = battle_victory_set(random_song(yakuza_bgm), random_song(yakuza_bgm))// Yakuza
so like this?
should work, or at least that's one issue fixed 
i removed the code that affected that in the last official update (and any version after)
oh ok, I'll give it another shot after class
still not working
am I missing something?
BGME folder just has a P3R folder that's empty
oh, open BGME Battle Theme's mod folder and delete P3R_PC
it's weird that it's empty though 
ok that fixed it
that's weird, did you delete the BGME folder in your mod beforehand?
I think but I didn't delete it in the bgme battle theme's folder
also how do I get it so that I keep the same theme going?
when I was testing it I had the original yakuza battle theme but for the victory theme it cut to the kiwami version
assuming that the second instance of random_song(yakuza_bgm) plays a new song
for that you'll need the newest version of framework i linked a bit earlier here
oh I already updated framework
then you'd have to separate your random_song into a new theme per song; themes play randomly so it'll be functionally the same
and just have battle_victory_set play the same song
so how would that look in the syntax?
something like
const BATTLE_THEME = battle_victory_set(SONG, SONG)
four songs so you'd need four themes
const BATTLE_THEME = battle_victory_set(y1_battle, y1_battle) // Yakuza
const BATTLE_THEME = battle_victory_set(yk1_battle, yk1_battle) // Yakuza so like this?
all in the same .theme.pme?
like that, and in separate files but in the same folder
yep
and it'll randomly choose between the music just like that?
or do I need to make an additional file for that to work?
yep to automatically, that's what battle themes is made for
multiple mods can add battle music and all of it will randomly play; for example you could also add persona battle themes and it'd just combine with your mod
plus working in every persona game automatically 
do I have to delete the p3r_pc folder in BGME Battle Themes every time I make changes?
no, only when you encounter audio issues or delete the generated folders. battle themes manages the music files for you, it'll handle any changes needed
got it
oh I guess the tartarus music stopping isn't entirely fixed yet
but everything else works like a charm
š¤
this isn't intended behavior is it?
I mean, that's good for them lol but
I was under the impression battle themes was supposed to change all tracks
i mean i've no clue what they're even saying
i don't have the dlc so idk how that works 
basically, your options with P3R randomized music are:
- P3R music
- random (pulls from all your dlc)
- individual tracks from your dlc (you can only choose one because fuck you)
so they have their music set to random right now, so it pulls from their P4G and P5R music dlc. they're also using my mod, which uses BGME Battle Themes. essentially their dlc music is not always being overridden by BGME
this user is using random in the BGM menu, along with my random battle themes mod
shouldn't my mod override the dlc music?
oh, im actually not sure how the game handles dlc bgm
if it didn't, then the fact that it occasionally plays dlc music is also a little odd
because the random option only pulls from dlc, not base game music (I think)
battle themes, aka music script just replaces the music id from the encounter
I might do some testing when I get home
so something is happening between then and before it reaches the actual play bgm function
yeah I'll do some more testing then. I've been operating under the impression that BGME consistently replaced dlc bgm too
get battle bgm id -> overridden by music script -> dlc magic -> play bgm (plays dlc sometimes)
yeah
well, I mean, that's not a bad thing then lol
bgme doesn't replace anything when setting battle bgm
just edits the bgm id set in the battle
bad wording on my part
yeah it's not necessarily a bad thing then if dlc music still works sometimes
just behavior I was not expecting
bgm in general for p3r š
should be updated now, and force a full music rebuilding automatically
Is there a way to randomize specific music tracks like Master of Tartarus?
Cuz I was thinking abt adding multiple different tracks to play at random for bosses in Tartarus
so put in the names of the hca's in the parentheses?
regular bgme music scripts use bgm ids; battle themes only allows/requires file names because it auto assigns them bgm ids for each game
the whole gimmick of battle themes originally was that it was universal for every game. if you look at my Persona Series Randomized Battle Themes for P4G, P3P, and P5R, all the downloads were identical bc Battle Themes automatically encoded the files for each game
https://t-poseratkechi.github.io/PersonaMusicScript/guides/create-mod
hasn't been updated for p3r but music scripts would go in MOD_FOLDER/BGME, music would go in MOD_FOLDER/BGME/P3R. You'd named them BGM_ID.hca with BGM_ID being some number above 1200, then use that number in your music script. These HCA files would need to be encrypted for P3R.
@rigid snow just downloaded all the latest versions and Tartarus went quiet again.
So not sure what thatās about
Maybe itās cause my music mod uses Ryo as a dependency??
But thatās cause it uses both Ryo to replace tracks outright and BGME to do randomized battle themes
Idk. What do you think
Wait. I may be an idiot
Cause I donāt think my Ryo has an hca for thebel, which Iād been using for testing
š«
so let me get this straight, they can auto update, but they refuse to auto download

I've had that window pause for a while before actually downloading. I also always click the download button, but not sure if it actually clicked because it looked greyed out for me
Btw is there a fix for Monad bosses ignoring custom music?
@zinc patio Because I'm lazy resourceful, I'm using your P3R Randomized Battle Themes as a template for putting my own music in the game. Will this work if I add additional .hca and .pme files under "music" and "options" respecfully or no? I can't find where the actual descriptions of the bgm tracks are so I'm assuming that's hard-coded in the .dll's. Are there other hard-coded things that would need changing to do what I'm attempting?
