#BGME (Music customization for P4G 64-bit, P3P, and P5R)

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rigid snow
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i do not 😭

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do you even see bgme battle themes in your mod list?

next sparrow
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I’ll check again but I did

rigid snow
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the newest version uses 0.15f since it removed a setting that lowered it to 0.5f at the start

next sparrow
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And I heard mass destruction

zinc patio
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kill this folder

next sparrow
rigid snow
next sparrow
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As you can see, the game folders are in framework not battle themes

rigid snow
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they're in both, they share code for stuff like this

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have you launched the game at all?

next sparrow
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Yes!

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Ok let me

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Launch it again

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Just to be safe

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I’ll do a battle or two

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Close out

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Then check again

rigid snow
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dont have to do that, just main menu is enough

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files are built on launch

next sparrow
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Ok

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Will do

rigid snow
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hmm did you make this a new mod? you didn't forget to add mod dependency on bgme battle themes?

next sparrow
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….but I may need to add dependency to BGME battle themes.

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Game is booting so let me see

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It’s weird tho cause when I tried it, Mass destruction OG played

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Just quiet

rigid snow
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battle themes will ignore any mod without a direct dependency...

next sparrow
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……hold on

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Okay quick question, I have two different BGME Battle Themes mods rn, do I delete the old version???

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Cause otherwise the mod will depend on both versions since they’re named the same

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Should I just rename the P3R one?

rigid snow
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only keep the P3R one, it's the latest version

next sparrow
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Ok, let me boot up again and see if volume is normal

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If not then I will download the new Ryo

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If it is then I might’ve wasted your time, sorry

prisma notch
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(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
next sparrow
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Now that it actually…. Is using proper dependencies

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Oops

rigid snow
next sparrow
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But yeah

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Thanks lol

rigid snow
prisma notch
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i can spell i swear

next sparrow
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The new Ryo you pushed may or may not be needed, my volume is low rn cause I can’t super duper test volume tooooo much cause roommate is sleeping

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Definitely push that BGME update though

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The one that fixes the cue path thing or w/e

rigid snow
prisma notch
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but it doesnt even call a cue

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for music

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nothing is called at player id 0

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which is why i thought it was a bgme thing

rigid snow
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could you post the log (or copy and paste from console)

prisma notch
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give me a sec

rigid snow
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OH

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wait you on steam?

prisma notch
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ye

rigid snow
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did you download the version on github or gamebanana?

prisma notch
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gamebanana

next sparrow
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That’ll do it

prisma notch
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bgme framework p3r

rigid snow
next sparrow
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rena pushed a new update to GitHub like 20 mins ago

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That fixes that

rigid snow
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^

prisma notch
prisma notch
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lmao

next sparrow
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Yes

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Also you need the API

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to make this work

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FYI

prisma notch
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i do have that

rigid snow
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the api is already included

next sparrow
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Oh right theme different

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I saw grey and was like ā€œhuhā€

rigid snow
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should post that update yeah lol

prisma notch
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2.0 or p3r1.0

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or both

rigid snow
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bgme.framework.p3r

prisma notch
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thats wild that the gamepass version was figured out first

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ok it just kept playing the tartarus theme once i got into battle

next sparrow
prisma notch
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from scratch

rigid snow
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enable bgme framework manually

prisma notch
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im using a script not using the battle themes mod itself

rigid snow
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for technical reasons i can't have a dependency on it for it to auto-enable

prisma notch
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the original bgme framework

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?

next sparrow
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Oh btw turns out I did install the Ryo patch

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With the louder music

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So

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Use that after all, it didn’t seem too loud to me

rigid snow
next sparrow
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I can more thoroughly test tomorrow, but

next sparrow
rigid snow
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oh yeah, original

prisma notch
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no i mean there are two different frameworks

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bgme.p3r

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and bgme

next sparrow
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Oh

rigid snow
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you should only be seeing one in reloaded?

prisma notch
prisma notch
rigid snow
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they're two different mods, you have to enable in P3R

prisma notch
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these are my depedencys for my mod

rigid snow
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yeah that's fine if this is for P3R only

prisma notch
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it is

rigid snow
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you only need a dependency on bgme for p3r in that case

prisma notch
next sparrow
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But battle themes needs to have a dependency on the API

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Don’t forget that

prisma notch
next sparrow
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But do you wanna use battle themes?

rigid snow
next sparrow
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If not then you don’t need it

next sparrow
prisma notch
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i am trying to overhaul the whole audio system

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dont worry about them all being adx

next sparrow
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Or that something has it as a dependency by default

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Smth

rigid snow
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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.

prisma notch
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and none are encrypted yet either

next sparrow
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That’s what I meant

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Hence me saying ā€œbattles themesā€ needs a dependency on API

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Maybe I should’ve specified I meant BGME battle themes

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Lol

rigid snow
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but it should have it by default, you should never have to manually change another mod's dependencies 99% of the time

next sparrow
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Mhm

rigid snow
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if so, let them know because something broke somewhere 😭

next sparrow
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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

prisma notch
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but this shows the problem

next sparrow
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What is your music script right now

next sparrow
prisma notch
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framework

next sparrow
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Ok, I’m gonna be real, it’s 1000 times easier to do battle music randomization with BGME Battle Themes

prisma notch
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yea but i dont wanna

next sparrow
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  1. Why
  2. If you don’t wanna, why do you have BGME battle themes
prisma notch
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  1. 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
  2. its for p4golden and not enabled on this
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it looks like it is calling the right song
[Ryo (P3R)] [INF] criAtomExPlayer_SetCueName || Player ID: 0 || 2003

next sparrow
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They don’t conflict unless they’re both trying to do battle music

prisma notch
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OHHHH

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i just figured it out

rigid snow
prisma notch
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i think

rigid snow
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what was it?

prisma notch
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[Ryo (P3R)] [INF] criAtomExPlayer_SetCueName || Player ID: 0 || link_60

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this is the call for the victory music

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it starts with the link_

rigid snow
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oh, it's not that

prisma notch
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they have link in the name so idk

rigid snow
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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

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in your log, do you see Ryo assigning your music near the start?

prisma notch
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i just closed the gameeeee

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but yes it does

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and i did check and it assigns everything

rigid snow
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when you enter battl

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oh, let me check

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doesn't have it, when you enter battle does Ryo mention redirecting a cue?

prisma notch
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yes

rigid snow
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can you post the full log

prisma notch
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give me just a sec to test my theory

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MY THEORY WAS RIGHT

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it worked

rigid snow
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what the link thing???

prisma notch
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yep

rigid snow
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?????????

prisma notch
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removing link from custom assignments

rigid snow
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OH YOU ALREADY HAD LINK ADDED

prisma notch
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because the random is calling for song 2003 not link_2003

rigid snow
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i thought you meant you wanted to test adding link to the name, which would make the BGME not find it

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lol

prisma notch
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i am gunna bump the cue ids for standard fights up to 4000 so it doesnt conflict with the existing dlc

neat mason
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my brain combusted when i looked at how it works

rigid snow
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that'll conflict with battle themes, if you ever end up using it/a mod that does (it's configurable for battle themes though)

prisma notch
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everything else i choose to make myself

rigid snow
# neat mason my brain combusted when i looked at how it works

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.

prisma notch
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i mean the partial reason i got p3r was an excuse to have something new to screw around with

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i already had a functioning music replacer with a hex edited uasset

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but this gives me more to work with

rigid snow
prisma notch
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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)

zinc patio
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you need to set that up

prisma notch
zinc patio
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unless rena pulled some black magic in the last few days

rigid snow
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i did not ^ i actually wouldn't know since i encode everything through phos which enables looping by default

zinc patio
zinc patio
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this is directed towards you Rena, I swear I asked you this earlier but I couldn't find it lol

rigid snow
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they've got a version with the p3r project and encoder ready

prisma notch
zinc patio
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it's been a long day

prisma notch
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i did it with p3p i believe

rigid snow
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if something gets added by API after launch, than it'll probably have higher priority, like P5R and custome framework

zinc patio
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cool ty

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so until that happens, P3R anime music expansion could happen alongside battle themes haha

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supposedly P3R events are similar to P5 and supposedly those are much easier to work with than P4G, so...

rigid snow
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damn, brawler was playing on hard mode all along

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has anyone tested flowscript and BGME šŸ¤”

prisma notch
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does phos have a p3r project yet

neat mason
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well i'll just wait until a dedicated guide comes out

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cuz my brain actually hurts from looking through it

zinc patio
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I suppose it wouldn't be too hard to test if flowscript works with BGME. mod menu right?

outer depotBOT
prisma notch
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oh ok

rigid snow
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they uploaded a version with it, plus updated vgaudio

prisma notch
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ohhh

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alright

rigid snow
boreal fulcrum
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btw, what exactly is Ryo doing? I dont mean like the literal code, more like an overview

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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"

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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

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(Soul Hackers 2)

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(also worth noting SH2 is one of the rare few games that calls things by cue name and not cue id)

rigid snow
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criware has functions for playing audio from other sources like an awb, file (p3p does this i think), or just plain data

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ryo hooks and creates wrappers around the functions needed for adding/replacing/playing cue names from files, using SetData in P3R's case

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though the audio settings need to be tweaked for each game to play with the correct audio player/sound categories

boreal fulcrum
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i see, what functions specifically do you need?

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i imagine SH2 should have them all since it just imports criware sdk

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and because its unity we can just call functions by name

rigid snow
boreal fulcrum
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the game has a "list" of cue names associated with dlc bgm

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it grabs the cue name from the list and then tries to play the bgm

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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

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although yeah I guess at that point you'd just go full framework and not limit yourself to that ingame list

upper siren
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drove myself insane last night wondering why my thing wasnt working but it just needed that sweet sweet update. works perfectly now :)

rigid snow
upper siren
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okay so with the new update sound works for battles

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but the victory music doesnt play and it randomly blasted out my ears when the results screen appeared

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ia lso just realised theres NO music outside of battles now

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okay so actually very strange

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when i boot the game, music works fine

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i go to tartarus, when i go inside tartarus the tartarus enterance music continues playing even though it shouldnmt

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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

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BUT THE RESULTS SCREEN MUSIC WORKS IF SHUFFLE TIME HAPPENS??

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oh god its more broken

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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

next sparrow
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@upper siren are you changing victory BGM

upper siren
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yeah its set up to

next sparrow
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that's not fully working rn

upper siren
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ah

next sparrow
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it's a known issue

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victory BGM specifically

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actual battle BGM is working tho

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you do have the BGME P3R 1.1 right

upper siren
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yeah

next sparrow
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it's on GB now

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ok

upper siren
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1.0 it just casued dead silence before

next sparrow
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so first try disabling victory music changes

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if you still get silent tartarus after battles

upper siren
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im guessing id have to change my script

next sparrow
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no

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actually, I assume you are using Ryo, right

upper siren
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no

next sparrow
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oh

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uh well first disable victory music first

upper siren
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i mean i have it downloaded it but i havent touched it

next sparrow
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ahhh

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ok

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if tartarus music breaks after battles

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make a folder of [Mod]/Ryo/P3R

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and inside that folder

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basically replace the tartarus block cueIDs with themselves

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do you have the bgm.awb @upper siren? You'll need it to extract the tartarus block music in Foobar

upper siren
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i can go grab it

next sparrow
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ok

upper siren
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im using the dungeon dlc anyway so id just need to extract those

next sparrow
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when you extract the tartarus block songs as wavs, simply run it back through Phos and turn them back into P3R HCAs

upper siren
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okay yeah tartarus is still broken

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base game victory theme works though

next sparrow
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yeah

upper siren
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oh okay so

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if i set it back to normal tartarus music it works

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but the games (unreleased) dungeon bgm is broken

next sparrow
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that'd track

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if you want you could try extracting the unreleased dungeon BGM as wavs, then having them replace the regular dungeon music

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but idk if that's what you already did

upper siren
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yeah ill try that

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this isnt doing anything with ryo, just basic BGME battle tracks

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i changed my script to just be battle themes rather then a victory set and the games sound system seems to be fine

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this is just showing the dungeon bgm dlc being weird

upper siren
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oh phos. manages that

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and also uses the wrong name

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it calls it Shin Mitsou Tensei which while correct the game itself calls it Game

next sparrow
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In Phos

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If you want to replace Thebel music with Shin Mitsou Tensei

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Simply replace it as such in Phos. The new file you make should be link_70.hca

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In the case of thebel

upper siren
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okay that works

next sparrow
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Then make the Ryo folder in your mod

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Obviously make sure the mod uses Ryo as a dependency

upper siren
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yeah i did that

next sparrow
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So is it working now

upper siren
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yeah

next sparrow
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Glad to hear

upper siren
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bit of a headache but whtv ill live with it

next sparrow
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Oh and if you want loop points

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Check the track’s properties in Fiona’s

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(I’m assuming you’d have done that by now but just to be sure)

upper siren
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yeah id id that

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you can check those in foobar actually

next sparrow
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That’s what I was saying

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But it in

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Autocorrect

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Hate it

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Lmao

upper siren
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oh fionas was foobar

next sparrow
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Yes

zinc patio
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I was gonna ask what the heck Fiona's was lol

next sparrow
rigid snow
upper siren
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alright cool

next sparrow
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Cause I have that louder version

boreal fulcrum
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fwiw, whenever we made custom acb/awb for P5/R using AtomCraft, we always set the volume to 0.3f to match ingame one

prisma notch
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like if its school on a Saturday it would play a different track

rigid snow
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there's not, i've thought about adding something for it but just haven't gotten to it

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also location BGM

prisma notch
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other thing, is there a particualer group for minibosses, i can make my own, but just wondering

rigid snow
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you can randomize songs by targeting a song using global_bgm["SONG_NAME"] and setting music = random_song(0, 10) or similar

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but not specific days (unless the game plays specific music on certain days, idk haven't played it yet)

prisma notch
rigid snow
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it probably wouldn't be that hard to add, just gotta find where it plays overworld music and where the date is stored

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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

prisma notch
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its open source c# right

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if so i can probably make it myself

rigid snow
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you've got experience with game hooking/assembly?

boreal fulcrum
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p5r has a system for all of that

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it has an ftd file called bgmcond

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has the bgm data for every field in the game

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can have conditionals such as date and/or flag

prisma notch
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as in i have no frickin clue but ive probably done it

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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

rigid snow
rigid snow
boreal fulcrum
prisma notch
prisma notch
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Ah here we go

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a list of bools

prisma notch
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hey @rigid snow i think i found what controls it

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its a data table

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that being said i have no idea how you would actually interface with it

rigid snow
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what file?

prisma notch
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DT_FldBgmTable

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in field/data/datatable

boreal fulcrum
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oh hey thats literally the same place as the p5r one

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nice

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same values too from the looks of it

prisma notch
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does this help us at all

boreal fulcrum
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yes, if you can find the code that checks this every field load, you can then incorporate it into the api

prisma notch
rigid snow
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what would KIN_%06d be referring to?

prisma notch
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several other tables here call that when refering to field

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unrelated to music, but this might help for future if we want to replace the tanakas items

zinc patio
ember ember
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why does tartarus and all other music quiet after battling once with the random bgm

next sparrow
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That should fix it

ember ember
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ill try, however i did notice it also affects music outside of tartarus

zinc patio
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the answer is that it's a known issue

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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

ember ember
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well its not too much of a big deal for me, but i hope it gets fixed

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at least good to know its not just me

zinc patio
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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

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(also only showed up once in my entire playthrough today so it's hard to reproduce...)

rigid snow
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i love how 90% of the issues have just been with battle bgm alone lmao

zinc patio
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it's also the most essential one </3

prisma notch
rigid snow
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whoops

prisma notch
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is that for like the p4g version

rigid snow
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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)

prisma notch
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is it part of this

rigid snow
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check here for a fix in like ~4 mins

prisma notch
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kk

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man i checked my code and music files like ten times lmao

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is there a reason why it cant handle bigger then 400

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do we know

rigid snow
prisma notch
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btw that fixed it

rigid snow
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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

prisma notch
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lmao

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it also keeps playing the tartarus music

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so...

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i guess we still have to figure that one out

rigid snow
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i think i have an idea what the issue is

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give me 10 mins actually it'd need another mod that's still very WIP so maybe not yet lol

prisma notch
rigid snow
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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

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now i hooked the other function but i have a feeling it might cause music to not transition sometimes

prisma notch
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do you care much if i fork the repo

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i kinda wanna screw around with it

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my main theory is if you just grab the player and force stop anything playing on that id before loading the bgm

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i dont know this enough to know if thats even possible

rigid snow
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you'd have to add it to ICriAtom in Ryo, add pattern and function to wrapper

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maybe you could get away with PlayCueIdImpl.OriginalFunction(param1, 0, 0, 0)?

prisma notch
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i mean lets say you did have the player stop function

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do you think it would work

rigid snow
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naotoshrug like i mentioned, i think it's the fact im changing bgm in a different way than the game normally does it

prisma notch
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i think you know what your doing alot more then i do

prisma notch
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nothing more FUN then uVar am i right

rigid snow
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lol, i wish i knew what they did

prisma notch
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i got nothin

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im not used to working with things on that level

outer depotBOT
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neither am i phossmug but i can google, chat gpt, ||and cry|| so sometimes things work

prisma notch
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cri

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ok you have to admit that was kinda funny

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i wonder why atlus insists on using criware for everything anyway

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considering how quickly yall broke the music encyption its clearly not super secure

rigid snow
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shhh

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it's a good thing they do, we have plenty of knowledge and tools for it

prisma notch
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well yea it is

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but im looking at it from their perspective

rigid snow
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same thing probably lol

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they've been using it since at least ps2

prisma notch
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ok i just pulled up cris website

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yea that looks really nice from a devs perspective

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its basically a full daw

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OH SHOOT, THEY HAVE A SUBSCRITION FEE

rigid snow
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i think i've seen it mention their sdk is free to try, but only for jalapeno users

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im leaving that autocorrect as is

sharp ferry
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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.

sharp ferry
zinc patio
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victory music is kinda fucky in general right now

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it does work for the other Persona games though........

sharp ferry
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Aight I had a feeling, good to know. I have faith, progress gets made every day on this stuff

upper siren
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it only works if shuffle time is activated

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and will also just continue into tartarus (but that might have been a bug due to something else)

cedar galleon
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System.IO.InvalidDataException: Not a valid RIFF file
this just means my wav is bad right?

rigid snow
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might have to go to a different format first, some programs "optimize" wav to wav by not doing anything...

cedar galleon
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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?

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sry audio editing is all new to me haha

rigid snow
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i actually think you can just use those files directly?

cedar galleon
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oh so I would just need to rename the wavs to "2001.wav" for example?

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sorry should say this is for reactive

rigid snow
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oh i meant in phos, you can select them as the replacement file

cedar galleon
#

ooooh, alright ill try that thanks

cedar galleon
#

so after a little more fiddling around they play fine in foobar but still distort in game. stumped on this one

upper siren
#

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

rigid snow
upper siren
#

does it? ive been putting my hcas in with no keycode specified when converting them

rigid snow
rigid snow
upper siren
#

oh yea i was doing battle themes sorry handlerOopsie didnt mean to say misinfo

cedar galleon
#

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

rigid snow
#

link name?

#

reactive files should just be id, like bgme songs

cedar galleon
#

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

rigid snow
#

hmm that should've worked then

#

does it play fine in foobar (it shouldn't)?

cedar galleon
#

yeah theyll play fine in foobar but not in game

rigid snow
#

they shouldn't be playing fine naostare

slow iron
#

iirc when the music files were made correctly on my end, foobar hated them even with the key there

#

so yea

rigid snow
#

click on the song, and make sure the encoder is hca p3r

cedar galleon
#

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

next sparrow
#

Ok idk WTF happened, when I updated to 1.0.1 today suddenly the music was silent in battle

outer depotBOT
next sparrow
#

Ok actually I tried it

#

It worked again

#

Gonna try booting again on gaming mode

#

It was weird

#

Hold on

#

Nah it’s fine now

rigid snow
cedar galleon
#

anyone tried out the Persona Series Randomized Battle Themes modpack on reload yet? Random songs load in fine but dont loop for me

rigid snow
#

@zinc patio i've actually not tested looping, have you?

#

i just assumed it did naostare

zinc patio
#

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

rigid snow
cedar galleon
#

hey man those p1-2 songs are the only reason I even asked haha they slap but there short and im on merciless

next sparrow
#

1.0.1

zinc patio
#

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

next sparrow
#

Tho I think one of my tracks may not loop??? It’s one from Randomized battle themes. Idk. May have to see

rigid snow
next sparrow
#

Oh that works lol

zinc patio
#

I don't even know what the shortest song in there is šŸ¤”

#

surely the P1/2 themes are a sufficiently similar length

cedar galleon
#

bloody destiny like 55 seconds or something

next sparrow
#

If I sent a .hca could someone make sure it isn’t broken in some way

#

@rigid snow I think it ain’t working rn

#

I’m 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

zinc patio
#

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

next sparrow
#

Yeah the new update somehow broke loops

#

Which I don’t know how the fuck that happened

cedar galleon
#

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

zinc patio
#

it's inconsistent bc i got into another battle and the tartarus theme wasnt there

rigid snow
#

also

outer depotBOT
next sparrow
#

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 didn’t happen with the previous Github version from before 1.0.1 was on GB

zinc patio
#

correct, i am not using the github version, i'm using the release version

next sparrow
#

….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

next sparrow
#

Sooooooo

rigid snow
#

hold on im still on the ||crying|| stage if bug fixing

boreal fulcrum
zinc patio
#

this is such an epic coding moment

#

šŸ˜”

rigid snow
#

i'm like 80% sure this wasn't an issue using SetFile in the other games too naosit

#

worst case i can manually replay the audio but i really don't want to do that naodead

rigid snow
#

@zinc patio actually, i don't think the files themselves have loop points hmm

zinc patio
#

huh???

rigid snow
cedar galleon
#

I checked them in foobar earlier and saw them, atleast for the one I checked

zinc patio
#

they're completely unchanged from the previous pack though 😭

rigid snow
#

let me build them for p3p

rigid snow
#

p3p's built files don't have loop data, did they never have loop points in the file info naotothink

#

i think i might see the issue

cedar galleon
#

oh no wait ur right Im seeing the same thing

#

that was my own file I checked for the loop point

rigid snow
#

phos built them (hca source files) fine with loop points, wtf...

cedar galleon
#

so in theory if I manually build them all itd work?

rigid snow
#

probably? maybe?

#

it's actually an issue with vgaudio it seems like; using the old version with p3p fixed all the songs

zinc patio
#

oops haha

outer depotBOT
#

tfw when vgaudio adding hca loop removal but phos expects it to crash hee_melt

rigid snow
#

even weirder that some kept loop info while others didn't but at least it's fixed now

zinc patio
#

silly!

#

i'll give it a shot

#

seems like everything is looping ok!

rigid snow
#

thank god it wasn't an audio engine thing risepray

#

idk what tartarus is doing playing in the background though, does the game normally do that?

zinc patio
#

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

prisma notch
#

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

prisma notch
#

@rigid snow feel free to absolutely disprove this but this is what i think might be happening

#

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

rigid snow
#

i wonder if wrapping bgm calls in a task.run would stop it lmao

rigid snow
#

also i think battle and victory bgm can seamlessly play the same song if there's not shuffle time

next sparrow
#

So if I wanna make sure everything works should I get all of the new updates (Ryo, BGME, Battle themes)?

rigid snow
#

yep

next sparrow
#

Ok, booting to test rn

#

Good news and bad news

#

Good news: the battle themes seem to work
Bad news: Tartarus mutes itself again

#

I’m gonna see if the issue persists if I take out the Ryo replacement tracks of Tartarus block

#

I’m 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

rigid snow
#

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

next sparrow
#

I mean at least the actual battle music works again

#

But

#

Not sure why even the old workaround isn’t 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 doesn’t get updated the issue goes away

#

Im gonna try that, fuck it

rigid snow
#

it'll just bring back broken victory (assuming it's working now)

next sparrow
#

See I haven’t tested victory music actually

#

But I’ll test reverting Ryo

#

Cause at least if that fixes it

#

That’ll tell you where the issue is

#

Between the three frameworks

#

Ok, yeah, it’s definitely Ryo

#

Whatever you did to fix victory themes (assuming it works) broke Tartarus music in the process

#

So that’s where to look

outer depotBOT
rigid snow
#

tartarus music was already broken too, didn't it break the workaround. now it's just broken harder lol

next sparrow
#

Well yeah that’s what I meant

#

Fixing victory themes broke the workaround

#

Either way, Ryo is the culprit

next sparrow
#

@slim lintel where did u get confused

slim lintel
#

What to use for Encounter block names

#

is it the same as P5R?

next sparrow
#

I'd recommend using BGME battle themes

#

it's a lot simpler

#

to replace battle music

slim lintel
#

and it has randomizer support?

next sparrow
#

mhm

#

the BGME Battle Themes page explains

slim lintel
#

Will look into it, appreciate the helpšŸ™šŸæ

slim lintel
#

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.

zinc patio
#

this is a known bug, there's still some stuff being figured out there šŸ˜”

slim lintel
#

Is there a workaround at the moment?

zinc patio
#

I think some people mentioned using ryo to change the Tartarus themes?

#

"change" them because you'd be replacing them with themselves

next sparrow
#

Yeah that’s how you work around it

#

For rn

#

Lemme write a quick step by step on doing the workaround

#
  1. Extract the bgm.awb, as well as the bgm.acb from P3R. There used to be instructions on GB but it ain’t there anymore, it involves using FModel to extract the bgm.awb and then, iirc, getting the bgm.acb from the bgm.uasset. Ask around for help on that.
  2. Place the bgm.awb and bgm.acb in the same folder, then open the awb with Foobar. I believe you’ll need a streaming key but again ask around for that.
  3. 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
  4. Right click these tracks and convert them to .wav. Save them somewhere you’ll be able to find again.
  5. Use Phos to convert the new .wavs back into P3R .hca files.
  6. Place the new .hca files in MOD FOLDER/Ryo/P3R.
Amicitia Wiki
BGM
slim lintel
#

alright, gonna try and see what happens

#

thanks a lot!

next sparrow
#

If you search around in the Ryo thread

#

You’ll probably find info on those first couple of steps

slim lintel
#

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?

next sparrow
slim lintel
#

the streaming key file

next sparrow
#

If you have the streaming key already you’re fine

#

Or do you mean you’ve done the steps before it

slim lintel
#

I've done the steps before a while ago

#

and such, have the streaming key already

next sparrow
#

Ok so what’s the problem

#

Do you have the bgm.awb and bgm.acb

slim lintel
#

got those

#

have it setup like this

next sparrow
#

Oh yeah that’s fine

#

Just open the awb in foobar

slim lintel
#

did that

next sparrow
#

Send what you see

slim lintel
next sparrow
#

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

slim lintel
#

should be all these, I presume?

next sparrow
#

Yeah

#

All of those

#

Those are the ones

slim lintel
#

done

#

should they all be static noise when played?

next sparrow
#

No

#

Do you have the vgmstream

#

Or whatever it’s called

#

Cause if you don’t that’s what happens in foobar

#

It shouldn’t be an issue outside foobar

slim lintel
#

got a vgmstream plugin there

next sparrow
#

Did you get the plug-in from this server

#

I think the latest version doesn’t support hca files

#

So there’s a different one posted somewhere

#

Check Ryo thread

slim lintel
#

alright, will do

next sparrow
#

If not there check the P3 modding chat

slim lintel
#

found it, needed the .hcakey

#

now it sounds good

#

Do I need to make loop points for them?

next sparrow
#

If you right click a song and check properties

#

The loop points are given @slim lintel

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

next sparrow
#

Yeah

#

It’s in foobar

slim lintel
#

and now, MOD_FOLDER in this case is what mod? The same mod_folder used for randomized music?

next sparrow
#

If not then just make a Ryo folder in the mod folder you have your other music changes in

slim lintel
#

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

next sparrow
#

which version of BGME are you using rn

#

and how is your battle themes set up

next sparrow
next sparrow
#

don't get ryo

#

the new ryo update breaks the workaround

next sparrow
#

Alright even with only the new BGME and BGME Battle Themes…. Monad mini bosses no longer seem to respect BGME stuff, just playing default mass destruction reload instead

#

🫠

prisma notch
#

hey @rigid snow was my theory disproven or is that still an up an the air possibility

slim lintel
slim lintel
# next sparrow and how is your battle themes set up

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

rigid snow
# slim lintel

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 hmm

#

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.

slim lintel
rigid snow
slim lintel
#

that's the one I have, 1.0.1

#

downloaded it today

rigid snow
#

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

slim lintel
#

so I pick the top one?

rigid snow
#

yep naothumbsup

#

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

slim lintel
#

Should ryo be a dependency for my mod?

rigid snow
#

you don't need one on it šŸ‘

slim lintel
#

Where do I see the console?

rigid snow
#

click reloaded settings then tick show console

slim lintel
#

just found it šŸ˜…

#

Can I also send the text file generated?

rigid snow
#

sure

slim lintel
rigid snow
#

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 šŸ˜”

slim lintel
#

only one I can see

rigid snow
#

oh wait, i see an issue. ryo isn't registering your music naotothink

#

go into your mod's folder, BGME/P3R are there any files there?

slim lintel
rigid snow
#

confusing. right-click -> edit mod and show your mod dependencies?

slim lintel
rigid snow
#

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

slim lintel
#

so only keep BGME Battle Themes?

rigid snow
#

yep šŸ‘

slim lintel
#

same thing happens, tartarus continues playing

rigid snow
#

send me your modconfig.json

slim lintel
rigid snow
#

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 hmm

slim lintel
#

Should I enable it as a dependency again?

rigid snow
#

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:

slim lintel
#

there is a normalbattle and advantage .pme

#

Assuming that's what being called instead

rigid snow
#

yeah delete those

#

should work now i think

slim lintel
#

IT WORKS

#

but you hear tartarus faintly in the background

rigid snow
#

yeah, that's a thing apparently

#

and randomly breaking victory bgm/no victory bgm for one person naosmiley

slim lintel
#

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

rigid snow
#

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

slim lintel
#

does it get re-generated when start the game again?

rigid snow
#

mhmm

slim lintel
#

okii

#

I have two more questions

#
  1. Do I have to set a victory theme parameter in the function battle_victory_set? I don't want to change the victory theme.
  2. Can I set a randomizer for advantage battles?
rigid snow
#

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

slim lintel
#

So can I set it to null or something similar to not change it?

rigid snow
#

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

slim lintel
#

okok

slim lintel
#

it all works now, thanks for all the troubleshooting! šŸ™šŸæ

next sparrow
#

Wait does the latest version of Ryo actually not break the silent Tartarus workaround anymore?

#

Or

slim lintel
#

One more thing šŸ˜…

Adjusting the modified volume, one of my songs is quite quiet compared to the rest

#

All have the modified volume of .35

upper siren
#

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)

cedar galleon
#

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

slim lintel
rigid snow
#

the game should've tried playing tartarus theme on exit if it through it had to

upper siren
rigid snow
#

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

upper siren
#

i guess that explains why its only tartarus's velvet room that has that issue lol, the one in the mall works normally thankfully

crisp barn
#

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

rigid snow
#

battle themes handles encrypting/encoding to each game

crisp barn
#

Ah, thanks. I'll fix that in the morning.

crisp barn
#

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.

slim lintel
#

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

crisp barn
#

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

upper siren
#

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

zinc patio
#

does the Tartarus theme workaround still exist? if so, does anyone have Tartarus hcas they can slide over pretty please and thank you <3

rigid snow
zinc patio
#

"It's special."

#

I mean that's all P3 gives for why Mitsuru's bike works during the dark hour lol

somber cape
#

Also you could tie it to Fuuka telepathically giving music again (she literally has headphones for this)

rigid snow
#

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

sharp ferry
#

One step closer to making the small change that I care about way too much !

rigid snow
marble nebula
#

time to test

#

you get a cookie if it works

zinc patio
#

yooooooo I'll test tonight

#

if this works it's just Tartarus music being funny occasionally right?

rigid snow
#

tartarus and velvet room bgm and rank up

#

lol

zinc patio
#

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

rigid snow
#

i can't until i undo p4g bgme since battle themes still updates from the p5r version

#

technically everything does except bgme p3r death

marble nebula
#

@rigid snow 95% fixed šŸ™‚

#

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

upper siren
zinc patio
#

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

next sparrow
#

so to be clear, what are the current recommended versions of everything?

upper siren
#

Do I use the regular HCA or the Persona 3 Reload specific HCA for BGME BattleThemes?

outer depotBOT
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Regular HCA

hca used in the batte themes should be regular HCA's; not encrypted

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upper siren
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got it

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ok the replacement doesn't seem to work

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I'm trying to add the Yakuza Kiwami battle theme but idk if my files are set up the wrong way

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ok I got it working I accidentally put the .theme.pme in an options folder

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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?

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ok wait I think I might've figured it out

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ok I thought I figured it out but when I went into battle it still played the tartarus theme

rigid snow
next sparrow
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yeah but when I had tried latest ryo a few days ago

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tartarus workaround broke

rigid snow
upper siren
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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

rigid snow
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oh yeah you got the syntax mostly

upper siren
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it worked fine when it was just the one song

rigid snow
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i think you're missing a parenthesis if you copied it directly

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const BATTLE_THEME = battle_victory_set( random_song(yakuza_bgm), random_song(yakuza_bgm) ) // Yakuza

upper siren
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is there supposed to be a space in ( random_song(yakuza_bgm)?

rigid snow
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naw, that's just for visual clarity

upper siren
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ah I see

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const BATTLE_THEME = battle_victory_set(random_song(yakuza_bgm), random_song(yakuza_bgm))// Yakuza

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so like this?

rigid snow
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should work, or at least that's one issue fixed naothumbsup

rigid snow
next sparrow
upper siren
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still not working

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am I missing something?

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BGME folder just has a P3R folder that's empty

rigid snow
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oh, open BGME Battle Theme's mod folder and delete P3R_PC

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it's weird that it's empty though hmm

upper siren
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ok that fixed it

rigid snow
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that's weird, did you delete the BGME folder in your mod beforehand?

upper siren
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I think but I didn't delete it in the bgme battle theme's folder

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also how do I get it so that I keep the same theme going?

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when I was testing it I had the original yakuza battle theme but for the victory theme it cut to the kiwami version

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assuming that the second instance of random_song(yakuza_bgm) plays a new song

rigid snow
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for that you'll need the newest version of framework i linked a bit earlier here

upper siren
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oh I already updated framework

rigid snow
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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

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and just have battle_victory_set play the same song

upper siren
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so how would that look in the syntax?

rigid snow
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something like
const BATTLE_THEME = battle_victory_set(SONG, SONG)

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four songs so you'd need four themes

upper siren
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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?

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all in the same .theme.pme?

rigid snow
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like that, and in separate files but in the same folder

upper siren
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like this?

rigid snow
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yep

upper siren
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and it'll randomly choose between the music just like that?

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or do I need to make an additional file for that to work?

rigid snow
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yep to automatically, that's what battle themes is made for

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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

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plus working in every persona game automatically naostare

upper siren
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do I have to delete the p3r_pc folder in BGME Battle Themes every time I make changes?

rigid snow
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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

upper siren
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got it

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oh I guess the tartarus music stopping isn't entirely fixed yet

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but everything else works like a charm

zinc patio
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šŸ¤”
this isn't intended behavior is it?

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I mean, that's good for them lol but

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I was under the impression battle themes was supposed to change all tracks

rigid snow
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i mean i've no clue what they're even saying

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i don't have the dlc so idk how that works hmm

zinc patio
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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)
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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

rigid snow
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isn't that what it's supposed to do

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random pulls from your dlc, it plays dlc

zinc patio
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this user is using random in the BGM menu, along with my random battle themes mod

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shouldn't my mod override the dlc music?

rigid snow
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oh, im actually not sure how the game handles dlc bgm

zinc patio
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if it didn't, then the fact that it occasionally plays dlc music is also a little odd

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because the random option only pulls from dlc, not base game music (I think)

rigid snow
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battle themes, aka music script just replaces the music id from the encounter

zinc patio
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I might do some testing when I get home

rigid snow
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so something is happening between then and before it reaches the actual play bgm function

zinc patio
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yeah I'll do some more testing then. I've been operating under the impression that BGME consistently replaced dlc bgm too

rigid snow
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get battle bgm id -> overridden by music script -> dlc magic -> play bgm (plays dlc sometimes)

zinc patio
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yeah
well, I mean, that's not a bad thing then lol

rigid snow
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bgme doesn't replace anything when setting battle bgm

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just edits the bgm id set in the battle

zinc patio
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bad wording on my part

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yeah it's not necessarily a bad thing then if dlc music still works sometimes

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just behavior I was not expecting

rigid snow
zinc patio
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lmaooooo

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it would be (very slightly) easier if this game didn't have BGM DLC šŸ˜”

rigid snow
upper siren
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Is there a way to randomize specific music tracks like Master of Tartarus?

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Cuz I was thinking abt adding multiple different tracks to play at random for bosses in Tartarus

rigid snow
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global bgm in a regular bgme music script

#
  music = random_song()
end```
upper siren
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so put in the names of the hca's in the parentheses?

rigid snow
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regular bgme music scripts use bgm ids; battle themes only allows/requires file names because it auto assigns them bgm ids for each game

zinc patio
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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

rigid snow
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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.

next sparrow
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@rigid snow just downloaded all the latest versions and Tartarus went quiet again.

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So not sure what that’s about

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Maybe it’s cause my music mod uses Ryo as a dependency??

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But that’s cause it uses both Ryo to replace tracks outright and BGME to do randomized battle themes

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Idk. What do you think

next sparrow
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Wait. I may be an idiot

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Cause I don’t think my Ryo has an hca for thebel, which I’d been using for testing

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🫠

boreal fulcrum
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so let me get this straight, they can auto update, but they refuse to auto download

sharp ferry
next sparrow
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Btw is there a fix for Monad bosses ignoring custom music?

sharp ferry
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@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?