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

1 messages · Page 3 of 1

upper siren
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how do I change the volume of individual tracks in BGME? is it the same process as for Ryo?

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some of my Nocturne tracks are quieter compared to the rest of the music

outer socket
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hi, I downloaded a mod, and I saw that the menu song was still playing, how can I fix it?

zinc patio
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you're correct, the descriptions and the toggles are indeed hardcoded in the .DLLs.

if you are just trying to put your own music in the game, you can follow the same rough structure as my mod, but don't worry about the .DLLs

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that way, all your themes would be loaded in by default

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if you're interested in making toggles, it's more of an involved process

sharp ferry
zinc patio
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yep!

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i'll have to see about making my configs open source so people can just copy them lol

sharp ferry
zinc patio
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i don't think it should be more work? the main issue is I'm not familiar with github adachi_true

zinc patio
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haven't had a single issue with victory music in my testing. also the seamless battle music works perfectly :)

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it'd be cool if there was a way to have the results music only play after the AOA screen, could be a separate mod :p

prisma notch
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welp heres a fun new bug

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well idk if its new

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but every single time you walk around in the overworld now

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any transition restarts the music

next sparrow
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Moving from the shrine to the mall for example

prisma notch
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even transistions such as walking in and out of your classroom

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or time swaps

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morning to afternoon

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but yes those to

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ok

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and now its just not changing

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after going into the dorm

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it just keeps playing color your night

rigid snow
prisma notch
rigid snow
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the person that did the "yeah..."

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yeah i think it is lmao

prisma notch
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omg that does sound like joker what

prisma notch
rigid snow
prisma notch
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its on a randomizer

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but it always keeps the same thing every call

rigid snow
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hmm hmm yeah with randomization of overworld songs what you're getting is actually the default behavior. i added a check to reuse the same song since telling the game to play the same thing just makes it continue playing the song like normal

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in other games that was all that's needed, not sure why it's resetting in this case. maybe manually starting playing is doing that naotothink

upper siren
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It also does that in the Velvet room when fusion starts. Restarts the song that was playing pre-fusion

prisma notch
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other thing

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i clicked out the game now its frozon

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i havent saved in awhile

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noooooooooooo

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like the music is playing its running

rigid snow
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if you clicked in the console it'll pause the game

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if it tries to send a new log

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click in the console then hit enter

prisma notch
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huh

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ok that worked

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what

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i mess with my console all the time

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why was this different

rigid snow
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in in the console will select actual text and pause it (probably to keep it from moving)

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you can click the window/scroll without pausing

zinc patio
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but you have to leave the game sitting there for a sec

prisma notch
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i mean renas method worked

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still weird tho

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also i still think MC looks so much better with the black shirt

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hence why i use it in my personal playthrough

crisp barn
# rigid snow in other games that was all that's needed, not sure why it's resetting in this c...

I obviously have no idea about the back end, but since you have set it to continue from the last cue, would it be possible to also log what sample the cue is on prior to a scene transition?

Basically instead of just saying play song 4001 if previous scene played song 4001, play song 4001 at sample x if previous scene reached sample x of song 4001. I know it might be janky but it's an idea.

rigid snow
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yeah way too janky probably; it shouldn't be an issue in the first place hmm

rigid snow
# prisma notch

this is on the latest version of everything? i'd expect it to happen without randomization but going in and out of the classroom didn't do anything

sharp ferry
# zinc patio i'll have to see about making my configs open source so people can just copy the...

So I tried adding my own music, but so far no dice. I made two new "theme.pme" files (first pic). Here's an example of the contents for one:

const BATTLE_THEME = battle_victory_set(p4_ReachOutToTheTruth,p4_ReachOutToTheTruth)

I also added the matching .hca in the "music" folder (second pic). I see "music.json" is updating appropriately, but the two new songs never play. Is there some kind of re-build I have to force?

upper siren
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I think if you aren't using the dlls you might need to take the pme files out of the options folder and put them in the battle-themes one instead. At least from my experience, reloaded doesn't check read the options folder for my personal mod

upper siren
zinc patio
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oh yeah I think that makes sense. idk if that was in the documentation or not but it probably is. mine is just unique lol

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tbh if people wanted to copy it I could just change the paths

upper siren
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this is how i have mine set up in the battle-themes

zinc patio
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but I mean so far it just hadn't gotten enough attention

upper siren
zinc patio
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yeah, documentation says as such :p

upper siren
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let me give you this folder

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though let me removve the copyrighted stuff first

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you can use it as a basis

zinc patio
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yeah if you're using a config this is how it's set up by default

upper siren
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set up in Reloaded to be on all 4 supported persona games so you can just drag and drop the music you want to work and edit the mod data as you wish

zinc patio
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that's probably what made my thing a little confusing

upper siren
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al;so technically a release for the FF7R and FF13 battle themes. iff you want that

upper siren
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Lol

prisma notch
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btw the new update fixed the weird music reset

rigid snow
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the one on github?

prisma notch
sharp ferry
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Awesome, thanks everyone! As always, read the documentation. Wasn't sure if the default folder structure worked with this particular implementation

sharp ferry
crisp barn
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Quick question, how would I set up a music override for all special battles after a set date? Nevermind don't need to

sharp ferry
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What's the proper time/method for forcing a rebuild? I've encountered what might be a bug but want to be sure my changes to my music additions are being accounted for properly

zinc patio
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I'll touch up the instructions later but it's not too bad to figure out the basics

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they're like mostly good anyways, there's a few small details but it's 95% accurate lol

sharp ferry
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Now I'm having the default victory theme play even when I set it not to. I'll double check my config first

zinc patio
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strego, for your smt battle themes mod I'd also recommend updating the description, I see a couple of issues with it

  • under known issues, your mod will have the same issues as mine, I added a new issue recently
  • your mod should be compatible with P3P/P4G/P5R unless you call any IDs specific to P3R in your theme configs
zinc patio
sharp ferry
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I'll try that and see if it helps. I modified and added new .pme files so thought it might need to rebuild the file and build paths that BGME Battle themes uses

upper siren
zinc patio
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technically Rena made it sooo

sharp ferry
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@zinc patio With you adding the ability to customize the victory theme in the latest version, does that override setting "battle_victory_set" in the .pme files? I can't tell if the default setting for victory theme is "off" or it will always play the default no matter what you do in the .pme files

zinc patio
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nah, i just used separate pmes

sharp ferry
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Ok, so if I went into "p4rott_u.theme.pme" and made the config " const BATTLE_THEME = battle_victory_set(p4u_ReachOutToTheTruth,p4u_ReachOutToTheTruth)" , "v.p4rott_u.theme.pme" won't override that?

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sorry for the nitpicky questions

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I suppose if they did override, I could go into all the "v." files and change those...

zinc patio
sharp ferry
grave holly
prisma notch
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mine is still funky when entering either the police station or the drug store

grave holly
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Just tried that and you're right yeah it does mess up there too

prisma notch
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also try entering the dorm

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at night

sharp ferry
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Default victory theme still plays sometimes with seemingly no pattern. I'll check the logs

sullen pawn
rigid snow
sullen pawn
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Oh well now I feel like an idiot

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Thanks

crisp barn
crisp barn
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I keep getting this error when trying to build the config

Error: D:\a\BattleThemes.Template.MDMp3\BattleThemes.Template.MDMp3\Mod.cs(44,56): error CS1061: 'Config' does not contain a definition for 'MDmP3dungeon' and no accessible extension method 'MDmP3dungeon' accepting a first argument of type 'Config' could be found (are you missing a using directive or an assembly reference?) [D:\a\BattleThemes.Template.MDMp3\BattleThemes.Template.MDMp3\BattleThemes.Template.csproj]```
rigid snow
crisp barn
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vs code but I think it might be a case issue

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yeah it was a case error

rigid snow
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yeah lol, welcome to the joys of programming 🙂

zinc patio
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programming 😔

upper seal
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Is there something like a config where I can control the volume of a song for BGME Battle Themes (P3R)? I want to avoid remixing the files if I can

rigid snow
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for a single song not really since the generated files have names that are indeterminate

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you can set the volume for all songs in the generated folder by creating a config.yaml in MOD_FOLDER/BGME/P3R with a volume: 0.15 setting. set it to something between 0 to 1.

upper seal
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Gotcha. What's the default volume setting? 1?

rigid snow
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0.15

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really not sure why they're so loud in P3R despite the correct categories 😔

upper seal
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Also if I want multiple songs do I create a new .pme file for every .hca? I currently got 1 so far that's just const BATTLE_THEME = whims

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And actually my song volume was too low I wanted to crank it up amagidyne

rigid snow
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if it's not going to a released mod with a config for enabling specific songs, you can just toss everything into a random_song to randomly play the songs

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const songs = [song_1, song_2, etc]
const BATTLE_THEME = random_song(songs)
upper seal
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Yep it will just be for me, thanks!

crisp barn
crisp barn
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I do have a question. Would it ever be possible to tie certain songs to the rank of an SL?

next sparrow
crisp barn
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Yeah, that won't do it. What I was hoping to do was add songs to my psuedo MP3 player that other characters would listen to. IE get Yukari to rank 9 and she shares some of her music with you.

rigid snow
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it's possible in the sense there's no big technical reason someone couldn't make it with the right programming knowhow; possible through music script though naw

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i really do like the diegetic MP3 for BGM idea though, and have tentative plans for implementing it as a mod before i start my playthrough (whenever that is)

crisp barn
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It would be as simple as reading the hex addresses for the ranks, but I have no idea how I'd go about that.

slim lintel
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Can one also use the music randomizer for other points in the game besides battles for P3R? Thinking of making a mod for the velvet room (akin to how it is in P1/P2)

upper siren
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You can yeah, did something like that last week. I think currently the music resets when you fuse but other than that it works normally

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When you make your pme file it'd be laid out kinda like this, but with your own file numbers/constant name

crisp barn
# slim lintel Can one also use the music randomizer for other points in the game besides battl...

For a more complex example using battle themes, here's my script to run the MP3 player in Tartarus.

const diegetic_exploration_bgm = [
    // WESTERN
    // chevelle
        diegetic-chevelle-another_know_it_all, diegetic-chevelle-antisaint, diegetic-chevelle-midnight_to_midnight,
    // linkin_park
        diegetic-linkin_park-dont_stay, diegetic-linkin_park-hit_the_floor, diegetic-linkin_park-lying_from_you, diegetic-linkin_park-nobodys_listening, diegetic-linkin_park-one_step_closer, diegetic-linkin_park-papercut, diegetic-linkin_park-points_of_authority,
    // papa_roach
        diegetic-papa_roach-do_or_die, diegetic-papa_roach-getting_away_with_murder, diegetic-papa_roach-life_is_a_bullet, diegetic-papa_roach-she_loves_me_not,
    // saosin
        diegetic-saosin-changing, diegetic-saosin-i_keep_my_secrets, diegetic-saosin-seven_years, diegetic-saosin-translating_the_name,
    // DOMESTIC
    // coldrain
        diegetic-coldrain-counterfeits_and_lies, diegetic-coldrain-doors, diegetic-coldrain-final_destination, diegetic-coldrain-just_tonight, diegetic-coldrain-my_addiction, diegetic-coldrain-painting, diegetic-coldrain-someday, diegetic-coldrain-survive
    ]

// RANDOM SONG FOR NORMAL BATTLE
    const BATTLE_THEME = battle_victory_set(random_song(diegetic_battle_bgm), diegetic_victory_bgm)

const makoto_mp3 = random_song(diegetic_exploration_bgm)

// TARTARUS EXPLORATION
    // THEBEL
    global_bgm["tartarus_0d01"]:
        music = makoto_mp3
    end
    // ARQA
    global_bgm["tartarus_0d02"]:
        music = makoto_mp3
    end
    // YABBASHAH
    global_bgm["tartarus_0d03"]:
        music = makoto_mp3
    end
    // TZIAH
    global_bgm["tartarus_0d04"]:
        music = makoto_mp3
    end
    // HARABAH
    global_bgm["tartarus_0d05"]:
        music = makoto_mp3
    end```
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The BATTLE_THEME needs to be there but it is set to be whatever I defined in the battle theme pme

slim lintel
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🙏🏿 🙏🏿 thanks

Will be working on my own playlist then for Velvet room songs from all the games

crisp barn
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Yeah, the advantage of working with battle themes is that it lets you pick the replacements by name rather than ID

upper seal
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Is there a reason why sometimes there is no BGM after a battle ends? This is my script (Custom mod using BGME Battle Themes):

const all_songs =  [p3mv_MassDestruction, pq2_PulltheTrigger, pq2_WaitandSee, p5_kirara_magic_lastsurprise, p5d_groovy, p5d_lifewillchange, p5d_lastsurprise, p4d_reachout, p4g_timetomakehistory, p5d_whimsoffate, p4u_ReachOutToTheTruth, p4u_TheUltimateStageEdit, p5s_AxetoGrind, pq2_InvitationToFreedom]

const victories_battle_theme = [pq2_TheShowisOver, p4u2_GetATripleS, p5d_TriumphP5D, pq_WayToGo]

const BATTLE_THEME = battle_victory_set(random_song(all_songs), random_song(victories_battle_theme))
rigid snow
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i think it's a bug with bgme right now so not really anything you can do to fix it

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pretty sure i know what causes it, just haven't gotten to fixing it

upper seal
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Oh...damn P3CopPain

crisp barn
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Well, this didn't go how I planned lol, I knew about the Tartarus bug but this one was quite funny. I had no idea the train would do this.

slim lintel
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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)

I usually get this error when generating hca files with VGAudioCli. I use the keycode when generating it

rigid snow
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it handles encrypting/encoding to each game automatically

slim lintel
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ohh okay

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so I should not use the keycode? I assume that does the encrypting

rigid snow
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yea no keycode

slim lintel
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got it, thanks!

upper siren
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Is the version of Mass Destruction used for stuff like the encounters during the 5/9 full moon different than the one in Tartarus?

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Cuz it's not randomized for me

slim lintel
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Seems like it, did not randomize for me either

rigid snow
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i did notice some battles were explicitly set to use mass destruction

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normally regular battles aren't set to any song, so the game's code will handle it. i didn't know what battles they were so i just left them out of "normal battles"

slim lintel
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what's the key for the music within the velvet room?

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Tried both "Aria of the Soul -Reload-" and "Velvet Room", both throwing an error

zinc patio
slim lintel
vague socket
slim lintel
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remove "--keycode 40351957794689840" when you execute the command

crisp barn
# zinc patio I think that's fine tbh they're clearly treated differently

it's also easy to rectify like this, I'm sure this can be cleaned up but this is more or less how I handled it. I watched the console for the encounter IDs.

// EXAMPLE
// DEFINE TRACKS
const may_fullmoon_nrm_battle_bgm = YOUR_BATTLE_TRACKS
const may_fullmoon_nrm_victory_bgm = YOUR_VICTORY_TRACKS
// ENCOUNTER OVERRIDES
encounter[760]:
    music = may_fullmoon_nrm_battle_bgm
    victory_music = may_fullmoon_nrm_victory_bgm
end
encounter[761]:
    music = may_fullmoon_nrm_battle_bgm
    victory_music = may_fullmoon_nrm_victory_bgm
end
encounter[762]:
    music = may_fullmoon_nrm_battle_bgm
    victory_music = may_fullmoon_nrm_victory_bgm
end
encounter[763]:
    music = may_fullmoon_nrm_battle_bgm
    victory_music = may_fullmoon_nrm_victory_bgm
end```
slim lintel
next sparrow
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hey, is there a BGME Battle Themes const for setting specifically tartarus miniboss themes for P3R?

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Alternatively do we know the encounter IDs for tartarus mini bosses lol

rigid snow
next sparrow
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are special battles the tartarus bosses?

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and also does reactive work just by making folders with the ID you want and placing HCAs inside?

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sorry, I never used Reactive originally

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and I'm tryna help out my much less modding savvy friend

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so

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just need to know what to set up

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sorry, just need to know

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(if someone who's used reactive could help that'd be great)

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(cause they wanna randomize tartarus boss music)

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@rigid snow

rigid snow
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you add the file for the battle as listed in the table, and it'll play for that battle

next sparrow
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well it mentions nothing about randomization and idk if special battles = tartarus boss themes only or

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thats why I'm asking

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cause it aint just a single file

rigid snow
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special battles is just the opposite of normal battles, it shouldn't be used and it's just there to determine what's a normal battle

next sparrow
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oh.

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well uh.

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is there a way to set stuff to tartarus boss fights specifically?

rigid snow
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there's some missing collections compared to p3p, even accounting for femc stuff hmm

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and no there's no randomization, it's meant for 1 song per battle(s)

next sparrow
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gotcha. thats all I needed to know

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thanks

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again I never used reactive and the GB post is kinda short so I wasn't positive

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...actually Ryo can "randomize" music with a specific folder right?

rigid snow
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you'd have to use regular music script + find out what tartarus boss encounter ids there are for what you want

next sparrow
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wait no

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thats not done yet

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oh I could also do global_bgm

rigid snow
next sparrow
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to replace master of tartarus reload

rigid snow
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true

next sparrow
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....where do I find the name IDs for the songs again

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nvm

rigid snow
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one day they'll be in phos

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not today, but one day

next sparrow
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ok stupid question: for P3R, how are hcas meant to be structured folder-wise for BGME Framework? Tried doing global_bgm and they got super loud tartarus theme when they went into the fight

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so clearly something isn't working right

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I initially had them place 1201.hca, 1202.hca, and 1203.hca in Ryo/P3R. But I don't know what went wrong

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idk if they need to be link_1201 or

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again I'm kinda stupid lmao

next sparrow
rigid snow
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back fsr??

rigid snow
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bgme also adds a ryo folder BGME/P3R you can use to add new audio so you don't need to add a direct dependency to ryo but it'll work either way

next sparrow
next sparrow
upper seal
upper siren
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if you have the EX BGM unlocked you can also use that to get BGM back

opal spear
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Hey hey Rena, in P3R
Could I use a bgme script to have 2 tracks playing simultaneously
And having the encounter trigger modify the volume of them separately?

opal spear
rigid snow
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i actually want to do something like that too but it's definitely a code mod of some sort

opal spear
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👀

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Are we both trying to turn P3R into Caligula? xD

rigid snow
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idk if i'll actually implement it though, i think know it'll be a pain 😭

opal spear
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I love the way Caligula does it
It has like 4 tracks running at the same time
Main music, piano highlights, vocals. and a mix track
So in a dungeon
The main melody and the piano plays. then when you enter battle. it uses the mix track to hide the crossfade
And it replaces the piano with vocal track

opal spear
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Pretty please make a system for it 02Love
I want to replace all of tarterus music this waaaayyy

next sparrow
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@rigid snow still not fixed

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The silent Tartarus glitch I mean

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I’m using 1.0.4

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Wait actually-

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One moment

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Yup

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Still broken

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Sorry

outer depotBOT
quartz thorn
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Hi, I had the same issue as last time, but kind of different. I currently have three songs in my custom music, but two of them are not playing since I added the third one. The script and ID are correct (maybe), and the song has 16 bits with a 44.1k rate. furrypray
Edit: the mod works again when im add the fourth song . lisasigh

rigid snow
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brawler and me have been hit by "is randomization broken or is it just picking the same song randomly"

quartz thorn
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Yeah maybe it's just coincidence, and the mod is amazing

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And i wanna change this song with that path is possible? Or do i need to use another mod?

rigid snow
quartz thorn
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Yes Ser, thank you very much

crisp barn
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Rena, I'm already hitting the 200mb limit with MDmp3. Will BGME still pick up songs if I were to separate them across sub mods? Basically have the main download be the code and then have the audio files in archives sorted by what I'm using them as.

rigid snow
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yeah

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for example the main menu music doesn't include a file, any other mod can add one

crisp barn
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Alright, I might need to do some refactoring since I'm using battle-themes as a base

rigid snow
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you can split them into multiple battle theme mods since everything is added to the same pool

crisp barn
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Ah

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I'll do that then

slim lintel
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what parameter should I send into global_bgm to replace Deep Breath Deep Breath? Tried both "Deep Breath Deep Breath -Reload- (got this rom Amicitia)" and "Deep Breath Deep Breath"

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This is for the Operation Babe Hunt

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Now I get the error that it is not present in dictionary

slim lintel
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Got it to work by using the CueID instead

upper siren
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though updating would require essentially a new install

crisp barn
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It's "Deep Breath**,** Deep Breath -Reload-" so if you fogot the comma it wouldn't work

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I replaced it for the first Full Moon level and legitimately had no clue it was used for the beach scene

slim lintel
boreal fulcrum
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btw, was the Life Will Change bug ever fixed?

next sparrow
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idk what that bug is

zinc patio
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I think it's the one in P5R where normal battles on heist days wouldn't continue Life Will Change/I believe

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does that sound right?

boreal fulcrum
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yeah, usually when Life Will Change is playing, the game prevents the battle themes from playing until you run into the palace ruler

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but BGME/Battle Themes ignores that

crisp barn
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Rena, for P3R could you make an .enc for the Monad encounters? They're 774 through 794.

somber cape
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Are you /j or /srs

upper siren
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i'm like 8 hours into the game and it's been like 5 years since i played p3p 😔

somber cape
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Ok so

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You know that bonus dungeon in the previous versions

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The orange thebel one

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That's called Monad, and it was just an extra area to grind in there

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Now it's integrated into tartarus

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Appearing as random doors to go in, will be introduced in 3rd block

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You'll meet some old guardians you beat before in there

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And after beating them, you'll receive crafting ingredients or items

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Now there's also the monad depths, these all appear at the end of an area for a month

There will be new bosses inside there and will drop equipment, costumes or some piece of lore inside

upper siren
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sounds fun lol

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i thought costumes were bought tbh

somber cape
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Anyways I think they meant the music for the bosses inside

upper siren
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ohhh, i thought they were talking about the regular encounters too

somber cape
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Nah it doesn't have regular enemies in, only bosses

rigid snow
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i literally only added the bit check death

boreal fulcrum
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lemme check on my end after updating

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still works just fine in P5R

upper siren
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this version had the fix, the only change was the added bit check (which worked fine for me)

boreal fulcrum
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lmao, what happened, did it break after all?

upper siren
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ig, two people said it did and it's not like my testing is extensive

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if (battleMusicId == -1 || this.bitChk!(0x20000050))
{
    return;
}
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i double checked to make sure it was the same check as the game's naosit

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ig i need to match the game's if statement better naosmiley

boreal fulcrum
#

weird, cus I did get the update and I tried it and it seemed fine

#

so no idea what happened

#

then again I also didn't like, extensively try every way

boreal fulcrum
#

the bit being on is when life will change (or I believe) are playing

slim lintel
#

Is there any way to get random BGM for monad door battles?

slow iron
#

@upper siren I'm curious, would it be possible to make the game tell us the id of the current encounter?

#

I wanna document stuff like which fights are in which Tartarus block or Full Moon event for P3P, though generally forcing any one of them to load in Tartarus makes it happen in Thebel instead of wherever it actually takes place (the exception being bosses in general)

#

i.e. force loading an encounter with a Monad enemy makes it show in Thebel instead, making it hard to tell what actually corresponds to which area

rigid snow
rigid snow
#

it'll log the encounter id

slim lintel
slow iron
crisp barn
slim lintel
#

can one set music for encounter IDs in the .pme script?

rigid snow
#

encounter[100]:

slim lintel
#

tyty ^^

next sparrow
#

What happened to BGME regarding #announcements ? I haven’t updated P3R I just am confused lol

storm rover
next sparrow
quartz thorn
#

Today I've juts update the game and get error. Its the update cause this?

next sparrow
quartz thorn
rigid snow
rigid snow
#

did you update the gamepass version?

quartz thorn
rigid snow
#

did you use the old uwp dump method or the new one from a recent reloaded update?

quartz thorn
rigid snow
#

well yes and no

#

if you did use the old method then you're actually still launching the previous version (from the dumped files)

#

instead of dumping though, you can just select the exe in the xbox games folder. it should work fine now

#

just in case it doesn't do it automatically, click Edit Application on the left of the mods list, then under Advanced Tools enable Don't Inject Loader and click Deploy ASI Loader.

quartz thorn
#

About the dump file is oke to delete it?

rigid snow
next sparrow
#

Dumb question but do costume specific BGME Battle Themes music mods (such as the Not a Phase music) conflict with other BGME Battle Themes music that’s meant to apply more generally?

rigid snow
next sparrow
#

cool

slim lintel
#

Does this work with the new update now?

somber cape
#

Yes

tribal saffron
#

is there any way to have tartarus music continuously play through battles like life will change in p5

tribal saffron
#

ok i've got it half working, would there be a way to stop it from resetting music after the battle

rigid snow
tribal saffron
#

ah ok, thanks for the clarification

tribal saffron
#

is event music editing possible in reload currently? i know the documentation only says p4g so i'd assume not but there doesn't seem to be any mention of reload yet so it'd be nice if it did

zinc patio
#

Rena can correct me on this if I'm wrong, but I recall seeing a help thread where they said that they would only add it if someone were interested in creating at least a medium sized project with it

tribal saffron
#

ah right, i'd wanted to do something similar to the P4 anime music mod with the movie soundtrack so i guess i fall under that

#

if that's the case then i'll probably start planning more becuase i've got notes on general song placements but i could actually start noting down event ids and frames for things just to show i'd be commited

#

luckily i can still work on battle music and the pre-rendered stuff

zinc patio
#

so I'm the person who made said P4G mod, I was thinking of working on a similar mod for P3R (was actually thinking of it yesterday) but I don't have the same sort of free time I did last year anymore which is why I haven't asked rena up to this point 😆

#

I'd be happy to offer some assistance if you want it though

somber cape
#

There's BGME for Reload, right?

tribal saffron
zinc patio
zinc patio
somber cape
#

I just want to replace the liz boss fight music

tribal saffron
#

Liz is possible

zinc patio
#

idk if there's a list of specific IDs for Reload yet in an easily accessible location but pretty sure that's been possible for a while now haha

tribal saffron
#

I think all the encounters are up on amicitia and bgme might have an enc for Elizabeth I don't remember

#

Definitely had her under special battles cuz I grabbed the monad door and passage ids from there for another swap

zinc patio
#

ID 725 or I'm guessing "Elizabeth" works if you need it doors

rigid snow
#

but if you mean through music script like p4g's, then no

tribal saffron
#

yeah i meant like p4g

rigid snow
#

yeah idk where p3r's event stuff is, surprised no one has looked into it tbh

zinc patio
#

just was talking about music

boreal fulcrum
#

I have once again been asked about hold up music @rigid snow

boreal fulcrum
#

isnt it just removing a patch you left

rigid snow
#

yep, but no motivation 😔

opal spear
rigid snow
#

meant to mention it when it hit 15k but i forgor jacksexohd ; bgme hit 15k 17k installs naocheer

whole hedge
#

noice

opal spear
slow iron
#

@rigid snow I corrected a bunch of small mistakes with the P3 Portable project preset for Phos, and categorized/tagged everything somewhat

#

did a fresh install of Phos the other day and realized that the basic Gekkoukan High themes somehow got overlooked, so between that and me wanting to account for the dupes which the game uses some of for seemingly no reason I ended up doing this

slow iron
#

@zinc patio I got reminded of this and I wonder if Atlus even bothered to check which id they used for all of the FES events lmao

#

I'd go through and fix it, but it would be the first 0 download mod lol

zinc patio
#

atlus moment?

rigid snow
median tiger
#

what are the names for the dlc bgm of P3R? I tried link(UNDERLINE)Sound(UNDERLINE)number and Sound(UNDERLINE)#, neither worked.

rigid snow
#

oh, unless you mean how to use them in a music script in which case that's not supported afaik

alpine fulcrum
#

is there a step-by-step guide for making a bgme mod for Golden if I have literally zero experience doing so prior? any special tools besides 010 Editor?

zinc patio
#

If you're just working on battle BGM or music replacement, follow the documentation linked on the mod page. If you're working on events, no, ask me about that

whole hedge
#

im not sure this is the place for this, but ive noticed the documentation for costume framework suggests using already-processed adxs for battle themes audio, while battle themes itself recommends hca and using premade adxs didnt work for me

deft cipher
#

@tacit python my apologies for pinging you in here, but I couldn't find a thread for the p4g music enhancement pack. I'd like to report a bug. the persona q battle music for golden hands doesn't seem to be triggering in rise's dungeon, whether that's from bonking a shadow in the overworld or it appearing by surprise in chest.

attached is rise's dungeon (time to make history) and yukiko's castle (light the fire up in the night), both in the same gaming session.

#

Treasure Hand I think

#

thx. should I move this over to the bgme presets thread then? though that looks more like a release thread

#

naothumbsup thanks kindly!

zinc patio
#

that visual mod looks familiar 🤔 I wonder who could've made that

#

looks like that would be encounter 177 according to amicitia

#

well, there's the issue :p

#

should be a very easy fix

rigid snow
#
P5R: Battle BGM plays seamlessly into AOA if AOA starts within 1 second of hold up.
P5R: Fix Life Will Change being interrupted during heists.
P5R: Fix holdup music never playing.
P5R: Fix victory disable not working.
P4G: Add missing hand battles.
P4G: Fix victory disable not working.

https://github.com/T-PoseRatkechi/BGME/releases/tag/2.2.5
it'll be posted tonight so uh, a test or two would be helpful before i break anyone's mods (p5r especially) naosit

boreal fulcrum
#

damn, I'm touching grass right now, I can test later but you'll probably have released it by then

zinc patio
#

i'm not touching grass so i'll test this a bit

zinc patio
#

all the P5R changes seem to work

#

I don't remember how hold up music works when life will change is playing

#

but in this, it continues even during negotiations

#

if that's intended behavior, yay (I just don't remember)

boreal fulcrum
#

LWC is never supposed to be interrupted by anything

rigid snow
#

sounds release ready to me risepray

zinc patio
#

didn't test the P4G changes but also I can't imagine any of those changes would break anything important

zinc patio
#

does BGME have any support for palace specific battle music? I'm not familiar enough with P5R encounters to know whether they share encounters between dungeons and Mementos or not but I didn't see it being mentioned in the documentation... just P4G dungeons and P3P Tartarus floors

zinc patio
#

ooooo cool I missed that. thank you

rigid snow
#

couple months late for that one person who was looking for that though 😔

boreal fulcrum
#

I definitely know someone who wanted to replace stuff in singleword

crisp barn
#

I've been meaning to get back to MDMP3 so this looks like a good opportunity.

rigid snow
#

why is p4g so weird with its audio man naocry the older p3p and newer p5r/p3r were fairly straight forward p4g is just "nope, that doesn't work here" naodead

boreal fulcrum
#

"oops we gave people what they've been begging for and it was overwhelmingly successful"

#

hate it when that happens

somber cape
#

The vita was built different fr

boreal fulcrum
boreal fulcrum
zinc patio
#

they really opened the flood gates too lol

boreal fulcrum
rigid snow
#

mod + mod dependency seems to work fine for me, like the voice_singleword example mod naotothink

boreal fulcrum
#

weird, if i add it as a dependency to custom bonus tweaks it explodes like this lmao

#

ill make a smaller mod and check

boreal fulcrum
#

it works if i separate the files into another mod

zinc patio
#

CBT really earning its name huh /j

boreal fulcrum
#

well, good news is you can use ryo to "replace" cue IDs that don't exist

#

bad news is whatever changed in bgme is now making all the music whack lol

rigid snow
#

whack how 🤔

#

bgme has technically played new bgm through ryo's method for a good while (in p5r); ryo's original code came from bgme

boreal fulcrum
#

well a lot of bgm now is very out of sorts

#

for example, in the dummy field, I play a bgm through the flowscript command, an existing bgm at that

#

now it plays one of the new bgm i had added, somehow

#

and also for the costumes the victory themes are just omega gone lol

#

931 should be the third semester theme lol

rigid snow
boreal fulcrum
#

this happens without the ryo mod so its definitely something on bgme end

#

oh

#

oh my god lmao

rigid snow
#

MakotoThink i do remove 10k from "new" bgm ids since the offset isn't necessary anymore but it should checking if it's >10k in the first place. idk why it would affect

boreal fulcrum
#

did bgme stop adding-

#

there's the problem then lmfao

#

wait, how did the dlc battle theme work but not the victory theme then

rigid snow
#

lol, so i guess there's conflicting ids

rigid snow
boreal fulcrum
#

all of them have always been 10k + id

#

manually renaming all of the bgm files in the awb folder fixed the victory theme but now the battle theme doesnt work

rigid snow
boreal fulcrum
#

for battle it played 801 and not 10801 lol

#

so on that end it was wrong

rigid snow
#

yeh, before the game would "play" the big id then i'd remove 10k offset when setting the correct audio. now i remove it before playing it, which is causing issues naotothink

boreal fulcrum
#

should probably just not remove it at all then lol

#

not having the 10k on the filename already causes "issues"

boreal fulcrum
rigid snow
#

i think i'll have to add the audio individually with an adjusted cue id to ryo.

should probably just not remove it at all then lol
i can't really do that since the ids for BGM_42.AWB aren't adjusted to "exist" with the existing BGM ones; you'd have to add 10k to the file names

boreal fulcrum
#

thats what I had to do, yes

#

because it worked fine before

#

but now the ids can conflict with existing ones

boreal fulcrum
rigid snow
#

yeah rip. i think i can fix it by manually adding BGM_42 files with an adjusted Cue ID, i'll try to do that later today

rigid snow
#

p4ggggggggggggggggggggggggggggg

#

i figured out why new bgm volume was broken but i cannot for the life of me figure out why some sfx stops new bgm, and sometimes only when multiple sfx are played at once

boreal fulcrum
#

wrong category maybe?

zinc patio
#

p4g moment </3

rigid snow
# boreal fulcrum wrong category maybe?

i've tested with correct categories and no categories. correct categories plays it like BGM should (limited to 1, responds to BGM volume setting), none causes overlap with existing BGM. I even completely replace the function used to play audio for new BGM specifically. Some SFX still stops new BGM naotocry

boreal fulcrum
rigid snow
#

it almost feels like it's hitting a limit for max audio playing at once. it'll cut out when hitting multiple weaknesses, vorpal blade, and normal attack crit

#

but SFX doesn't play on the same player as BGM it's so confusing 😭

boreal fulcrum
#

that is weird

#

looking at the acb, it uses stream_bgm which is 6

#

and even other stuff in that acb uses different ones

#

like stream_env and stream_se

#

I think the "main" issue here is that a lot of things are AWB with no accompanying ACB

#

that could be whats causing so much jank

rigid snow
#

i wondered the same thing but then normal attack crit SFXs are part of a comse acb/awb. like here, the last one is the final crit SFX which stops the BGM

#

it doesn't share any categories with bgm, BGM uses player 0 it's very death

boreal fulcrum
#

what if you're hitting some unused failsafe that's sending a stop command to the bgm?

rigid snow
#

possible, though i did set a breakpoint on Player_Stop and didn't seem to get used BGM is stopped in battle

#

and i didn't find a function in the lib for stopping with the playback id

#

I just blocked 20210 from snd04_comse (final crit SFX) and the music didn't break mikustare

rigid snow
#

it actually plays during all attacks and blocking it seems to have fixed all muting 💀

rigid snow
#

ahhhhhhhhhhh it's finally fixed aaaaaaaaaaaaaaaaa 😭 i think some battle sfx affect bgm volume maybe idr. adding a time limit to it finally fixed muting properly risepray

boreal fulcrum
#

lol, is the fix p4g only? i can't imagine itd sound good on other games

zinc patio
rigid snow
rigid snow
zinc patio
#

I don't think anyone has

#

sounds kinda like the way character lines in dungeons lower the BGM because they don't have voiced lines in English though lol

tacit ridge
#

Sierra made a mod to fix this on 32bit iirc

zinc patio
tacit ridge
#

believe so

rigid snow
#

Install or update the following:
BGME: https://github.com/T-PoseRatkechi/BGME/releases
Ryo: https://github.com/T-PoseRatkechi/Ryo/releases
BGME Battle Themes: https://github.com/T-PoseRatkechi/BGME.BattleThemes/releases, ok now i sleep naodead

  • P4G BGM HAS BEEN BEATEN! No longer are we chained to snd00_bgm like savages naostare
  • All settings can be set per file, allowing for files in Cue Folders to have their own settings like volume.
  • Legacy BGM from old methods is now supported through Ryo.
  • It's possible to add files to existing cues by setting the SharedContainerId in the AudioConfig in code or shared_container_id in the YAML. Recommend to be the mod name.
  • New BGM can be added through MOD_FOLDER/BGME/(P5R or P4G)/FILES_HERE, as well as the old locations.
    @boreal fulcrum @zinc patio @tacit python @echo shadow @tall ether
    I strongly recommend testing your mods; they should work as is without changes. I used your mods for my own testing to see if things were working but it wasn't in-depth. Especially for P4G event BGM.
echo shadow
#

Sure I will

slim lintel
#

Do any of the changes affect P3R?

echo shadow
#

ya according to me

zinc patio
#

so current mods should work as is without changes? even if they might have conflicting song IDs?

#

man I haven't kept up with all the new stuff from P3R like the config files or cues and stuff 😅 I'm sure I will have questions that may or may not have already been answered lol

#

is there a new file naming convention I should be aware of if using the current method for P4?

boreal fulcrum
#

briefly tested in p5r, didn't see any issues now with the bgme and 10k ID stuff

#

however testing Ryo now on smtvv and its not working for me lol

#

inb4 case sensitive folder name or some such, i'll look into it more, could be some sort of skill issue on my end

#

(although i havent changed anything and this worked before)

upper siren
boreal fulcrum
#

oh yeah btw i noticed what's up with smtvv, it needs the new signatures after the cuesheet changes lol, I'll grab them later

upper siren
# zinc patio so current mods *should* work as is without changes? even if they might have con...

if they have conflicting IDs it'll be determined by mod order like you'd expect. for bgm, in most of the persona games, you dont have to worry about configs; everything is handled automatically because bgm is the most important audio 🙂
In games that use Cue Name you'll have to use that, but any game besides that (like the non-UE persona games) uses the same naming method has AWB Emu: 123.hca or with extra text 123_main_menu.hca.
The main difference is going forward to use the new locations in MOD_FOLDER/BGME/(P5R or P4G)/ since the old locations keep their limits and quirks

upper siren
zinc patio
#

in theory, would P4G events be able to use higher IDs?

#

I'm sorry I'm so sleepy rn ignore the old message

boreal fulcrum
zinc patio
#

idk if you tested that at all but if not I might test it because it would be nice to have IDs set strictly to AME

upper siren
#

lol

zinc patio
#

I think I'm limited to 65535 by the PM2/3 haha

#

but nice, I'll test it out... sometime

upper siren
#

oh right, two bytes rip

zinc patio
#

so I in fact cannot start at 69420 lol

upper siren
#

i rewrote how ryo registered audio i'll see if i forgot the cue folder code...

boreal fulcrum
#

lmao

#

it used to work and now it doesnt

#

so i just assumed that was the culprit, since I never tested after that and instead went on testing it in other non ue4 games

#

(btw i opened a PR with the signatures I had)

upper siren
#

thanks, it's still better to use that over the ue function naothumbsup

boreal fulcrum
#

yeah i'll check in a bit when i get back on pc

#

i bet if i just add those signatures itll work again

#

since this is going through the proper criware functionality

#

which i imagine is the same regardless of where its used

#

(because ue4 stuff is usually just a "wrapper")

tacit ridge
#

unless im stupid seems to work in p4g NaoCheer

#

made tv world buddy holly and it worked

upper siren
#

oh i didn't mention it, but p5r now properly supports hca (for Ryo audio). I think it worked fine through FEmu but it'd throw out a warning message?

zinc patio
#

that's cool. does it need to be encrypted?

upper siren
#

yeh, p5r's is encrypted

#

battle themes now uses it for p5r's music though, so hurray for file size decrease partynoot

zinc patio
#

yayyyy

boreal fulcrum
#

very weird, adding these 2 didn't fix smtvv

#
            criAtomExAcb_LoadAcbFile = "48 8B C4 48 89 58 ?? 48 89 68 ?? 48 89 70 ?? 48 89 78 ?? 41 54 41 56 41 57 48 83 EC 40 49 8B E9",
            criAtomExAcb_LoadAcbData = "48 89 5C 24 ?? 48 89 6C 24 ?? 48 89 74 24 ?? 57 41 54 41 55 41 56 41 57 48 83 EC 50 33 F6",```
upper siren
boreal fulcrum
#

sure

upper siren
#

i'll test it in p5r in a bit

boreal fulcrum
#

i checked in the yakuza games again to be sure and it still works there

#

so its not like it stopped working on anything

#

just smtvv specifically for some reason?

upper siren
#

wait cue folder work in yakuza?

boreal fulcrum
#

oh i didnt test folder

#

just normal cue

upper siren
#

if so that's really strange. i checked the code for the ue hooks and smtvv's is still there, so i didn't accidentally remove it when i cleaned up the code

#

ah

boreal fulcrum
#

is the cue folder code game specific?

upper siren
#

naw, it happens in AudioRegistry. i reworked it a bit from smtvv's update since it had duplicate code but ig it broke it

boreal fulcrum
#

ah

#

lemme check cue folder on yakuza real quick

#

still works on yakuza

#

so yeah, just smtvv specifically lol

upper siren
#

ehhhhhhhhhhhh

#

nani the fuck

boreal fulcrum
#

yeah lol

#

did this to test

#

and it still worked

upper siren
boreal fulcrum
#

ignore that one!

#

the game is just playing the original bgm

upper siren
#

it assigned to the wrong cue, for some reason it dropped _main MakotoThink

boreal fulcrum
boreal fulcrum
#

i had the opposite issue at first

#

i thought it was bgm_b01 at first

#

but then ryo log said it played _main

#

so i added main and then it worked

#

lemme remove _main now and see then

#

because afaik the game should just be playing bgm_b01

#

hmm nope

#
[INF] SetCue || Player: 6 || ACB: BGM || Cue: BGM_B01_main```
#

no idea whats happening then

upper siren
#

it should be noted that config settings are super recursive, with file specific configs having highest priority. folder configs settings apply to any sub-folders and files, so careful to not set ACB/Cue name in a higher level

boreal fulcrum
#

well I guess I can remake the config since I know most of the info on it isnt needed now

upper siren
#

and since you're using ACB and Cue folders, it'll set those for you without a yaml

boreal fulcrum
#

oh wait I know what mightve been the issue

#

file specific yaml didnt work before in cue folder

#

so its possible old one was malformed lol

upper siren
#

yeah you can clear everything besides volume i think. maybe keep sample rate but criware seems to play it fine even if wrong

boreal fulcrum
#

alright

#

lets see

#

yeah it works now

#

although i dont know then if the 2 signatures i got are needed or not

boreal fulcrum
upper siren
#

yeh, though ue i think doesnt use loadacbfile i'd prefer to move ue games to loadacbdata. i had to make a custom hook for smtvv's since its different from p3r 😭

boreal fulcrum
#

f

boreal fulcrum
upper siren
#

the characters dance to the music? lol

somber cape
#

Nah that's just her idle animation

boreal fulcrum
#

that's just idun

#

she's a little silly

zinc patio
#

old mods seem to work fine as far as i can tell (p4g) - i did some testing with events and random battle themes

zinc patio
#

is using bgme configs for sfx possible? p4g has a few songs (mainly shop themes) that are treated as sfx so...

#

also seems like with P4G, cut-in SFX is missing and there's no Ryo line for it in the log like there are with the other SFX. that's all I've noticed so far but that has me a little worried about other potential missing sfx

rigid snow
rigid snow
zinc patio
#

I'll check but that's unfortunate if true 😔

#

its OVER 😔

rigid snow
zinc patio
#

what's the fixed P3P SFX bit about?

tacit ridge
#

comse and bse are inside bins

#

so if you replace now with ryo it wont omega die, which enables merging id guess

rigid snow
#

and everything else too ig now

zinc patio
#

inch resting
I'll have to test it out later but I wonder if this fixes P3P's shit audio lol

tall ether
#

does that mean we can have init.bin merging now 🥹

#

gave up on a mod because of the lack of it

#

are the sound files in p3p sfx changed

#

sounds the same as always

#

it is what it says on the tin, don't know what i expected

#

what a fool i was to think "p3p.improvedsfx" would have improved sfx

#

oh wait what

#

you can put multiple files in vag files now?

#

i can finally port i need your halp

#

am i able to just skip that though @rigid snow

#

like can i take the comse.pak and bse.pak from P3P QOL Collection here

#

because i don't think there are any tools out now that can open the multi sound vag files from P3P 2023

rigid snow
tall ether
#

or do i have to manually extract every single vag file from the .pak files

rigid snow
#

but only ryo supported formats, such as hca and adx

tall ether
#

oh sorry i don't think i was clear

#

i wanna take these files from HD Sound FX

#

and slap em into ryo so we can have init.bin merging

#

can i just take the comse.pak and bse.pak files, or do i need to take every vag file out and put em inside of the comse.pak / bse.pak folder

#

or would neither work because you just said supported formats

rigid snow
tall ether
#

damn

#

i do not have my hands on those files in that format

rigid snow
#

there's no file redirection/emulation stuff, bgme is manually playing different audio if a mod has included it

tall ether
#

shame

rigid snow
#

i think i can support PCM pretty easily

#

it's just that i think the ext for that can literally be anything lol

tall ether
#

yeah it'd be nice if we could just take what we have already

#

im gonna try to port i need your halp real quick lol

#

so the whole file format just follows the merging path like reloaded?

#

so file.ryo/model/pack/bc006_c1.pac/whatever else there is/file.hca?

rigid snow
#

uh essentially kind of, but it's not a general solution. for example the code in bgme is specifically for comse/bse, other files would need their own specific code

#

the problem is the game doesn't play them as files, it loads their data so there's no name associated to it :/

tall ether
#

damn 😔

#

P3P sucks balls man

#

why do i even mod this game

rigid snow
#

you do it for her

tall ether
#

i was gonna say for him and send a theo emote but we have none

#

good thing we have this though

#

just essential

outer depotBOT
rigid snow
#

the popcorn is theo iirc

tall ether
#

that was fast gaw damn

#

is the yaml i just deleted essential too lol

#

or was that there so you'd get hit with a mental flashbang when the first vag file played

rigid snow
#

i think that just the play mode to sequential instead of random

tall ether
#

i think i set the pathing up wrong

#

sounds the same

#

needs to be init.bin instead of file.ryo yeah?

#

yeah definitely needs to be init.bin, renamed and it sounds better

#

crazy that i can just rename the folder and leave the game open

#

nope nevermind that's wrong

#

yeah not entirely sure what's up with it but doesn't seem like it's playing the HQ sound files

#

either that or i just can't tell

rigid snow
#

oh let me check something

#

my mod had them under a folder with the original file name, im guessing yours are just loose

zinc patio
tacit ridge
#

no sfx is improved True

tall ether
#

testing now

#

that works!

#

aoa doesn't sound like a jumbled compressed mess

rigid snow
tall ether
#

it sounded better to me.....

rigid snow
#

placebo affect goes hard 🔥

tall ether
#

truly

#

so true

#

so the path wouldn't be init.bin?

#

shouldn't it work with any path for extra stuff like battle model voice lines?

rigid snow
#

uh essentially kind of, but it's not a general solution. for example the code in bgme is specifically for comse/bse, other files would need their own specific code

#

the game is actually playing data in memory, not files. for comse/bse, i added code to work out file it is trying to play, see if it exists in ryo, then play it through there instead

tall ether
#

oh right you did say that, sorry

#

i'm juggling a few things at once and not paying enough attention

rigid snow
#

np, it found a bug at least lol

rigid snow
# tall ether

p3p audio stuff so cursed lmao. vag files are not supported playing as files, and playing as data wont play correctly probably because it needs some decoder function

#

which might be why replacing with other stuff affected it

#

if you want to replace them it's better to batch convert to hca 😔

tall ether
#

sad

#

but no worries, we know now

tacit ridge
#

export from vag to wav in batch with foobar then use monke2 to batch convert to hca

#

problem solved

rigid snow
#

so atlus apparently made a system to play audio by cue id, that actually just gets the cue data that it then plays by cue name

#

instead of... just playing by cue id

boreal fulcrum
#

10/10

zinc patio
slim lintel
#

not sure if it's Ryo or BGME, but I've been having issues with SFX cutting off suddenly.
This happens when ranking up a social link and defeating enemies with AOA

slim lintel
#

Reload!

#

can capture some footage quickly to show what I mean

zinc patio
#

is it consistently reproducible?

slim lintel
#

I just play as normal until a social link rank up/AOA defeat screen happens

zinc patio
#

can't hurt to have someone else test it

slim lintel
slim lintel
#

@zinc patio@rigid snow video footage of what's happening

rigid snow
#

what's the timestamp of the issue

slim lintel
#

Exactly 1:00

zinc patio
#

that's certainly new behavior

#

that did not happen when I was playing with BGME previously 🤔

rigid snow
zinc patio
#

the music shouldn't cut off with the s.link max rank screen, it should play all the way through that screen

rigid snow
#

is the music being replaced in the clip MakotoThink

#

s link music needs another category iirc

#

if it isn't being replaced, then ryo should just be ignoring it

slim lintel
#

it is not

#

same thing for the other scenarios I mentioned

zinc patio
#

when were you planning to release that new update of BGME with Ryo?

rigid snow
# slim lintel it is not

not sure why ryo would affect it then, it'd be running the original code naotothink . Does it still happen without any mods enabled?

rigid snow
slim lintel
#

Checked the logs and it was still doing calls BGME

#

So did I disable the wrong one?

rigid snow
#

Or if gamepass then you have to delete the .asi file it added to the game install folder

#

Or disable every music mod, reloaded auto enables any mods required by other mods

slim lintel
#

I'll try it when I get back home then

#

strange thing is, it didn't happened until recently

#

I wonder if it could do with the new release of BGME

#

since I updated that a couple of days ago

rigid snow
#

It's confusing if BGME or Ryo is the cause. Both only had code for new audio, hence me asking if it was replaced. Anything else just ran normal game code.
The BGME update in particular actually removed the code for new audio, since Ryo handles that now naotothink

slim lintel
#

I am 100% sure I haven't replaced that song though

#

And it happenening for a SFX too is strange

slim lintel
#

tried it now without mods, works fine

#

@rigid snow

slim lintel
#

Disabled all music related mods and it worked

#

Now it works without issue with my mods...

zinc patio
#

we love issues fixing themselves 😭

rigid snow
rigid snow
#

hooray for no more setting category stuff manually naocheer

boreal fulcrum
#

oh nice

rigid snow
red galleon
#

oooo

#

lemme grab those then

#

I think some of the mods i'm using require it but i'm pretty sure they have no reason to funny enough

boreal fulcrum
#

I ask because obv if you're calling cue IDs that don't exist (which are possible to make fully functional with Ryo), then, naturally, no info for it exists

rigid snow
boreal fulcrum
#

nice

rigid snow
#

If categories are set, they'll be used, else it'll get them through code (for replacements)

boreal fulcrum
#

nice nice, very epic

#

will make it easier to add support for other games down the line then

#

no more need to dig through ACF lmao

#

Metaphor seems like its using GFD so I'll definitely look into adding support for that when it comes out

rigid snow
#

I added them for the persona games, and i'll probably do smtv but i can't do it for the yakuza games since i don't own them

boreal fulcrum
#

oh that should be easy to find

#

most of them use similar patterns

#

sometimes denuvo trolls but otherwise its mostly easy

#

in fact I can do it now

#

shouldnt take more than 15mins I'd wager

#

(assuming i dont get denuvo trolled again)

rigid snow
boreal fulcrum
#

oh right i have to open 2 ghidras because p5r is analyzed in old one and upgrading a denuvo analysis takes like 4 full days

#

well 2 games already have the same sig

#

oh wait i only added 3, right, because I was too lazy to redownload yakuza 7

#

2 sigs across 3 games, not bad

#

actually no, its identical for all 3

#

lmao

#

idk if this is worth a PR over, so, here, put this in CriAtomExPatterns

#

actually ill just send the whole cs file so you can replace, since I cloned/pulled the repo just now

#

this adds criAtomExAcb_GetCueInfoById to the 3 yakuza games I had added support for

#

and yes I checked that it worked

#

i had categories 11 and 14 in the default because i wasnt sure if 14 was involved or not, but good to know 11 was right

#

@rigid snow actually while I'm here I can update SMTVV too, do you have a screenshot of what criAtomExAcb_GetCueInfoByName looks like in p3r? (I do not have that analyzed lol)

rigid snow
boreal fulcrum
#

gotcha

#

well, getcueinfobycuename ended up with the exact same signature except with a wildcard at the end (lol)

#

the smtvv ones were identical to the p3r ones except the first one generated with an extra wildcard at the end i guess?

#

lmao

rigid snow
#

risepray added

rigid snow
#

idk how useful it is, but ryo now supports replacing/redirecting playing audio just from AWBs (as opposed to the usual ACB and Cue stuff). i've only seen it be used for rise's lines in p4g lol

boreal fulcrum
#

I think P4G is one of the rare few games that have just random standalone AWBs

tall ether
#

can't forget the random acb files for skills

boreal fulcrum
#

if its a standalone ACB then its just embedded audio

rigid snow
opal spear
#

AAAAAAAAAAAAAAAA

#

I LOVE YOU RENAAAAAAAAA

#

TIME TO DO A CALIGULA OVERHAUL MOD

rigid snow
opal spear
rigid snow
#

hopefully i can figure something out to transition more nicely. though i think it might be kind of limited without being able to edit the game files MakotoThink

boreal fulcrum
#

congratulations on your-

rigid snow
#

"wait why is there no categories on this bgm cue- nononnononono"
link cues don't have to contain category info

#

freaking link cue aaaaaaaaaaaaaaaa

boreal fulcrum
#

well, for what its worth ive only seen p5r pull that nonsense

#

btw, I don't know if you knew this or not, but it seems multiple ACB can be in the same player

#

just saw that in yakuza

tacit ridge
boreal fulcrum
#

@rigid snow btw, if I may ask, can you replace the player id in the logging with the category id?

#

the player ID is different every game boot, so that information is not really useful

#

but having the category id in the logging would help when adding new cue ids to that acb, and you'd know from that what category to assign

rigid snow
#

the bgm player never changes naostare

boreal fulcrum
#

but the others do lol

rigid snow
#

and category is listed, enable dev mode and and switch to debug logs

boreal fulcrum
#

i had it set to verbose

#

no category

rigid snow
#

might need to update

boreal fulcrum
#

unless it was added-

#

damn

#

cus i was only seeing the categories on replaced sounds lol

#

but good to know its there

boreal fulcrum
#

so one time it was 40, then i rebooted the game and the player is now 35, etc

rigid snow
#

is yakuza ue or non-ue?

boreal fulcrum
#

non ue

rigid snow
#

in p3r, players are spun up all the time

#

rip, maybe they've got a similar system

#

p5r and p4g seem to do it on boot only

boreal fulcrum
#

maybe its the case of players being requested as needed

#

since there's so many different types of sounds/acb in these games

#

anyway, since you added replacement through both cue id and cue name, does cue name work as a replacement for games that dont use it?

#

i guess more specifically, games that call audio via cue id (like p5r)

rigid snow
#

yep, for any game that has the GetCueInfoBy(Method used to call cues) pattern

boreal fulcrum
#

so what im hearing is i should find the cuename function then

#

since i only got the cue id one for a lot of em

#

the easiest way to check an acb/awb is with vgmstream in foobar and that displays the cue name

#

so its way easier to go off of that for replacements than cue id

#

since for cue id you have to bust out the criware sdk tools

#

🤠

rigid snow
#

You need to find the GetCueInfoBy method for the method it uses to set cues, so for Yakuza it'd be criAtomExAcb_GetCueInfoById because it uses SetCueId

boreal fulcrum
#

ah, gotcha

#

so its GetCueInfoBy and then whatever the game originall uses

#

so in most cases its just Id then

#

since as far as I know only UE4 and Unity games use Cue Names

rigid snow
#

yeh

opal spear
boreal fulcrum
#

i cant believe you would lie to me like this

#

like i said before

#

the category is not shown UNLESS the audio was replaced

rigid snow
#

ive got bad news for you then

#

those cues dont have cats

boreal fulcrum
#

do they really just do that

#

lmao

rigid snow
#

same as p3r ig

#

they play the link cue, which has no cats, then then plays the cue that has cats

boreal fulcrum
#

but like

#

they DO have categories

#

this one is category 11, I know that for a fact

rigid snow
#

That might be from the default you set I think

boreal fulcrum
#

unless this is the link cue nonsense

#

in which case

#

i will proceed to die

rigid snow
#

If no cats are set in the config, it'll get it from the game, but if there's none there either than rip

rigid snow
boreal fulcrum
#

its been there

#

for example, this didnt print a category

#

and i know from the acf every character has their own category (for some reason)

boreal fulcrum
#

THEY ACTUALLY JUST DONT USE THE CATEGORIES

rigid snow
#

LOL

tacit ridge
boreal fulcrum
#

btw, did you change how Ryo handled volume?

#

the yakuza audio replacements are all just insanely loud now using latest version

rigid snow
#

ryo uses the first category to control volume, and i removed the default cats from yakuza

#

cuz you know

#

i assumed they'd use their categories

boreal fulcrum
#

this is so sad

#

APPARENTLY THEY DONT

#

I went through like 5mins of gameplay

zinc patio
#

I checked this thread and was really confused bc I thought you guys were talking about like, actual cats for a second

boreal fulcrum
#

triggering every audio call possible

#

then i go to log and ctrl+f category

#

not a single hit outside of the sigscans

#

absolute insanity

#

"categories are a social construct" - SEGA, probably

rigid snow
#

the minds of game devs are truly an enigma

boreal fulcrum
#

i keep checking random acb

#

NOTHING has a category (so far)

#

why do they even have like 20 categories then

rigid snow
#

they forgor

boreal fulcrum
#

absolutely insane

#

anyway i think its fine leaving it without categories

#

if they dont use categories then that's that lmao

whole hedge
#

smh non cat owners

rigid snow
#

no you're lucky, you get free volume controllers lol

boreal fulcrum
#

lol

#

you say that

#

but

#

all the categories just have volume set to 1

#

I think they genuinely just made these and immediately forgot about them

#

you can leave the default category there, not gonna make you remove it after just having readded them

#

but they are pretty much useless lmfao

rigid snow
#

yeah that'd be nice for the other games 😔 i change the category's volume programmatically, but i have to reset it every use incase the game's bgm uses it too

boreal fulcrum
#

because im pretty sure 1 is just default volume anyway

#

I wonder if its possible to add a category at runtime

#

id imagine itd be easier to handle ryo like that if you could just create a category at runtime for every replacement if they dont exist

rigid snow
#

that's what i was hoping to do, but it seems like it directly accesses category data by index in memory

boreal fulcrum
#

oof

rigid snow
#

instead of using the function that gets that info and returns an object

#

big sad

idle silo
# rigid snow ``` P5R: Battle BGM plays seamlessly into AOA if AOA starts within 1 second of h...

Hi, I'm using this mod and Some Holdup Music for p5r and Some Holdup Music doesn't appear to work- the song continues playing even when entering negotiations- I read in the gamebanana page for Some Holdup Music that this was update was supposed to fix that but i've only started using those mods after this update. Reloaded 2 is listing the config as "Initiate" so it should be working. I can provide a full mod list/logging if required to help figure this out, if this isn't a known issue 🙂

rigid snow
idle silo
rigid snow
idle silo
#

I figured that’d be the case so I thought I put it last in the order but I’ll check again! Thanks

idle silo
#

Please let me know if you need a modlist/load order or logging to resolve this

slim lintel
#

false alarm

#

I presume?

echo shadow
#

Just make sure you downloaded it from the right place

#

And you should be fine

slim lintel
#

downloaded from the github