#BGME (Music customization for P4G 64-bit, P3P, and P5R)
1 messages · Page 3 of 1
hi, I downloaded a mod, and I saw that the menu song was still playing, how can I fix it?
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
that way, all your themes would be loaded in by default
if you're interested in making toggles, it's more of an involved process
Not especially interested in toggles, but good to know. So if I follow the same rough structure it will add those songs but default to "on" with no toggle I presume like any other BGME Battle Themes mod. If that's the case that's more than enough for me, learning C# isn't on my plate right now. Thanks!
yep!
i'll have to see about making my configs open source so people can just copy them lol
That would be super rad but of course substantially more work. I'd like to think people would appreciate if you did but what we have already is great.
i don't think it should be more work? the main issue is I'm not familiar with github 
haven't had a single issue with victory music in my testing. also the seamless battle music works perfectly :)
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
welp heres a fun new bug
well idk if its new
but every single time you walk around in the overworld now
any transition restarts the music
Like going to a different location?
Moving from the shrine to the mall for example
even transistions such as walking in and out of your classroom
or time swaps
morning to afternoon
but yes those to
ok
and now its just not changing
after going into the dorm
it just keeps playing color your night
Well.... sick!
was that joker?
wdym
omg that does sound like joker what
I KNEW I RECOGNIZED EDOGAWAS VOICE
are you replacing the song that's playing?
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
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 
It also does that in the Velvet room when fusion starts. Restarts the song that was playing pre-fusion
other thing
i clicked out the game now its frozon
i havent saved in awhile
noooooooooooo
like the music is playing its running
if you clicked in the console it'll pause the game
if it tries to send a new log
click in the console then hit enter
huh
ok that worked
what
i mess with my console all the time
why was this different
in in the console will select actual text and pause it (probably to keep it from moving)
you can click the window/scroll without pausing
I know this one can happen only with P3R essentials if you have play in background on
but you have to leave the game sitting there for a sec
i mean renas method worked
still weird tho
also i still think MC looks so much better with the black shirt
hence why i use it in my personal playthrough
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.
yeah way too janky probably; it shouldn't be an issue in the first place 
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
latest gb version
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?
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
This is my folder layout + one of my pme files if you want another reference. I'm not bothering with song toggles rn, this layout plays all of the music perfectly
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
tbh if people wanted to copy it I could just change the paths
but I mean so far it just hadn't gotten enough attention
yeah, documentation says as such :p
let me give you this folder
though let me removve the copyrighted stuff first
you can use it as a basis
yeah if you're using a config this is how it's set up by default
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
that's probably what made my thing a little confusing
al;so technically a release for the FF7R and FF13 battle themes. iff you want that
Lol
btw the new update fixed the weird music reset
the one on github?
yea
Awesome, thanks everyone! As always, read the documentation. Wasn't sure if the default folder structure worked with this particular implementation
Should have known the setup was specific to your mod
Quick question, how would I set up a music override for all special battles after a set date? Nevermind don't need to
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
I'll touch up the instructions later but it's not too bad to figure out the basics
they're like mostly good anyways, there's a few small details but it's 95% accurate lol
Now I'm having the default victory theme play even when I set it not to. I'll double check my config first
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
wdym time to force a rebuild?
for the method, to do that just go to BGME.BattleThemes and delete the P3R folder, then reboot the game
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
I think I took out the p3p/4g/5r sentence earlier cuz I realized it should work with those games, I'll add the other issue in a little bit when I get home though
Tysm for this btw
technically Rena made it sooo
@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
nah, i just used separate pmes
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?
sorry for the nitpicky questions
I suppose if they did override, I could go into all the "v." files and change those...
correct. the files with the v. prefixes are only used when the custom victory themes is set to source. if it's set to default, it uses the other files instead
Gotcha. Still getting the default victory theme playing sometimes though, not sure what's causing it. I'll try to observe if it's particular songs
New update fixed that for me too and most music going into incorrectly continuing to play and subsequently playing over other music seems to be fixed with category_ids: [0, 13, 21] but an example of it still happening seems to be with the music playing into some cutscenes. This only seems to happen with custom BGM IDs, not when replacing existing BGM Cue IDs
mine is still funky when entering either the police station or the drug store
Just tried that and you're right yeah it does mess up there too
Default victory theme still plays sometimes with seemingly no pattern. I'll check the logs
Hi, Brawler told me to post my log here because I has having issues with randomized battle themes.
BGME Framework for P3R isn't installed and/or enabled
For this step
* 2. Add a config setting for it in: public class Config : Configurable<Config>
What container does the declaration go in?
Found it, need to figure something out
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]```
Post the Mod.cs. How are you editing it: github or vs?
yeah lol, welcome to the joys of programming 🙂
programming 😔
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
for a single song not really since the generated files have names that are indeterminate
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.
Gotcha. What's the default volume setting? 1?
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
And actually my song volume was too low I wanted to crank it up 
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
const songs = [song_1, song_2, etc]
const BATTLE_THEME = random_song(songs)
Yep it will just be for me, thanks!
I actually figured that out the other day. Reload's OST must be compressed, once I added a compressor to my audio files they sounded roughly the same volume as the OST.
I do have a question. Would it ever be possible to tie certain songs to the rank of an SL?
Not quite the same thing, but you could replace the songs that play at (usually) higher ranks and do it that way. Don’t know what the specific name was but
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.
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
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)
It would be as simple as reading the hex addresses for the ranks, but I have no idea how I'd go about that.
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)
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
When you make your pme file it'd be laid out kinda like this, but with your own file numbers/constant name
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```
The BATTLE_THEME needs to be there but it is set to be whatever I defined in the battle theme pme
🙏🏿 🙏🏿 thanks
Will be working on my own playlist then for Velvet room songs from all the games
Yeah, the advantage of working with battle themes is that it lets you pick the replacements by name rather than ID
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))
i think it's a bug with bgme right now so not really anything you can do to fix it
pretty sure i know what causes it, just haven't gotten to fixing it
Oh...damn 
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.
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
bgme battle themes music needs to be unencrypted
it handles encrypting/encoding to each game automatically
yea no keycode
got it, thanks!
Is the version of Mass Destruction used for stuff like the encounters during the 5/9 full moon different than the one in Tartarus?
Cuz it's not randomized for me
Seems like it, did not randomize for me either
i did notice some battles were explicitly set to use mass destruction
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"
what's the key for the music within the velvet room?
Tried both "Aria of the Soul -Reload-" and "Velvet Room", both throwing an error
I think that's fine tbh they're clearly treated differently
Forgot about this, thanks a bunch
how do you disable keycode?
remove "--keycode 40351957794689840" when you execute the command
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```
It works great besides that the velvet room music still plays when leaving the velvet room
hey, is there a BGME Battle Themes const for setting specifically tartarus miniboss themes for P3R?
Alternatively do we know the encounter IDs for tartarus mini bosses lol
are special battles the tartarus bosses?
and also does reactive work just by making folders with the ID you want and placing HCAs inside?
sorry, I never used Reactive originally
and I'm tryna help out my much less modding savvy friend
so
just need to know what to set up
sorry, just need to know
(if someone who's used reactive could help that'd be great)
(cause they wanna randomize tartarus boss music)
@rigid snow
did you even read the page 😔
you add the file for the battle as listed in the table, and it'll play for that battle
well it mentions nothing about randomization and idk if special battles = tartarus boss themes only or
thats why I'm asking
cause it aint just a single file
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
there's some missing collections compared to p3p, even accounting for femc stuff 
and no there's no randomization, it's meant for 1 song per battle(s)
gotcha. thats all I needed to know
thanks
again I never used reactive and the GB post is kinda short so I wasn't positive
...actually Ryo can "randomize" music with a specific folder right?
you'd have to use regular music script + find out what tartarus boss encounter ids there are for what you want
to replace master of tartarus reload
true
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
so clearly something isn't working right
I initially had them place 1201.hca, 1202.hca, and 1203.hca in Ryo/P3R. But I don't know what went wrong
idk if they need to be link_1201 or
again I'm kinda stupid lmao
Ok turns out he also had a file replacing Master of Tartarus, though when using mod menu to load the files after having loaded mass destruction, mass destruction was quiet in the back fsr
back fsr??
new music is just "bgm id" so this is correct ^
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
“Quiet in the back, for some reason”
But yeah thanks I had a feeling I just wasn’t sure lol
Following up on this question about the tartarus BGM silent bug: This fixed it for me https://gamebanana.com/sounds/72908
if you have the EX BGM unlocked you can also use that to get BGM back
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?

i actually want to do something like that too but it's definitely a code mod of some sort
oooh, what does caligula do with it's bgm
? my current idea is sorta a mix of the diagetic bgm mod and fire emblem.
in tartarus, bgm would be an "mp3"ified version of battle music that transitions into the regular version once in a battle
idk if i'll actually implement it though, i think know it'll be a pain 😭
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
Sorry. I posted a video with no sound 
Pretty please make a system for it 
I want to replace all of tarterus music this waaaayyy
@rigid snow still not fixed
The silent Tartarus glitch I mean
I’m using 1.0.4
Wait actually-
One moment
Yup
Still broken
Sorry

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. 
Edit: the mod works again when im add the fourth song . 
if you're talking about random song and it only picking one, it really might just be coincidence
brawler and me have been hit by "is randomization broken or is it just picking the same song randomly"
Yeah maybe it's just coincidence, and the mod is amazing
And i wanna change this song with that path is possible? Or do i need to use another mod?
yeah you can add it to the same folder
Yes Ser, thank you very much
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.
yeah
for example the main menu music doesn't include a file, any other mod can add one
Alright, I might need to do some refactoring since I'm using battle-themes as a base
oooh, keep in mind you can spread out music used in regular music scripts. battle themes music is limited to just the mod itself.
you can split them into multiple battle theme mods since everything is added to the same pool
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"
This is for the Operation Babe Hunt
Now I get the error that it is not present in dictionary
Got it to work by using the CueID instead
for future reference, the names in the newest version of music manager match the songs for bgme (same data files)
though updating would require essentially a new install
It's "Deep Breath**,** Deep Breath -Reload-" so if you fogot the comma it wouldn't work
I replaced it for the first Full Moon level and legitimately had no clue it was used for the beach scene
Although, it's now absolutely hilarious since there's a phantom MP3 player somewhere
Ahhh, that wasn't stated in Amicita (C&Ped from there straight up)
btw, was the Life Will Change bug ever fixed?
hm?
idk what that bug is
I think it's the one in P5R where normal battles on heist days wouldn't continue Life Will Change/I believe
does that sound right?
yeah, usually when Life Will Change is playing, the game prevents the battle themes from playing until you run into the palace ruler
but BGME/Battle Themes ignores that
Rena, for P3R could you make an .enc for the Monad encounters? They're 774 through 794.
what's monad???
Are you /j or /srs
i'm like 8 hours into the game and it's been like 5 years since i played p3p 😔
Ok so
You know that bonus dungeon in the previous versions
The orange thebel one
That's called Monad, and it was just an extra area to grind in there
Now it's integrated into tartarus
Appearing as random doors to go in, will be introduced in 3rd block
You'll meet some old guardians you beat before in there
And after beating them, you'll receive crafting ingredients or items
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
Anyways I think they meant the music for the bosses inside
ohhh, i thought they were talking about the regular encounters too
Nah it doesn't have regular enemies in, only bosses
i've reverted the update
this version had the fix, the only change was the added bit check (which worked fine for me)
lmao, what happened, did it break after all?
ig, two people said it did and it's not like my testing is extensive
if (battleMusicId == -1 || this.bitChk!(0x20000050))
{
return;
}
i double checked to make sure it was the same check as the game's 
ig i need to match the game's if statement better 
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
I just realized, am i reading this wrong or are you returning early if the bit is off?
the bit being on is when life will change (or I believe) are playing
it's returning early if it's on
Is there any way to get random BGM for monad door battles?
@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
monad door? is that different the monad battles mentioned earlier??
set log level to debug in bgme framework mod
it'll log the encounter id
It might be the same
thank you
Yeah they're the same, encounters 774 through 794
can one set music for encounter IDs in the .pme script?
yeah, the names are just for convenience/multiple encounters at once
encounter[100]:
tyty ^^
What happened to BGME regarding #announcements ? I haven’t updated P3R I just am confused lol
Seems to be that the new update to P3R has started causing BGME to start crashing on launch basically from what I understand
Ah. I wonder if the bgm AWB/ACB got updated for velvet room stuff or smth
Today I've juts update the game and get error. Its the update cause this?
Did you update BGME to 1.1.2
Yes, after i open Reloaded i got notice to update certain mod
yeah that's the new pattern in the latest version; are you on steam or gamepass?
Gamepass version
Yup 3GB update
did you use the old uwp dump method or the new one from a recent reloaded update?
Yah im think that's the problem, so i just delete the old file and make the new one?
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.
All song works again thanks to you
About the dump file is oke to delete it?
yeah i think it should be fine to delete it
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?
all battle theme mods combine together
cool
Does this work with the new update now?
Yes
is there any way to have tartarus music continuously play through battles like life will change in p5
ok i've got it half working, would there be a way to stop it from resetting music after the battle
the game hardcodes an audio fade between song transitions in battles and that resets songs; bgme leaves the last one alone since it wouldn't affect normal use, but it is affecting you
ah ok, thanks for the clarification
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
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
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
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
There's BGME for Reload, right?
If I need it definitely thank you!
yes but no expanded IDs for events yet afaik
(you're probably gonna need it with the sheer workload lol)
I just want to replace the liz boss fight music
Liz is possible
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
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
oh yeah you're right, didn't even realize the amicitia page already had this info https://amicitia.miraheze.org/wiki/Persona_3_Reload/Encounters
ID 725 or I'm guessing "Elizabeth" works if you need it doors
it is if you can figure out where event music cues are
but if you mean through music script like p4g's, then no
yeah i meant like p4g
idk what's meant by this
yeah idk where p3r's event stuff is, surprised no one has looked into it tbh
just was talking about music
I have once again been asked about hold up music @rigid snow
yeah i've got like no motivation to do any modding or fixes; idk if/when it'll be fixed tbh
yep, but no motivation 😔
meant to mention it when it hit 15k but i forgor
; bgme hit 15k 17k installs 
noice

@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
Most of the game uses 43 for Joy, but a lot of the events made/reworked for P3P specifically use the traditionally unused 38.ADX just because

@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
atlus moment?
that actually might've already been done, turns out last phos release has been bork'd for two months

what are the names for the dlc bgm of P3R? I tried link(UNDERLINE)Sound(UNDERLINE)number and Sound(UNDERLINE)#, neither worked.
https://github.com/T-PoseRatkechi/PersonaModdingMetadata/blob/main/Persona.Music.Metadata/P3R_PC/music.yaml
just remove the link_ from the start of the ReplacementPath for the dlc songs, it's a mistake
example, Heaven would be replaced by Sound_23.hca:
- Name: Heaven
Category: ''
Tags: []
CueId: -1
ReplacementPath: Ryo/P3R/link_Sound_23.hca
Encoder: HCA (Persona 3 Reload)
oh, unless you mean how to use them in a music script in which case that's not supported afaik
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?
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
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
@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
thanks kindly!
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
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) 
damn, I'm touching grass right now, I can test later but you'll probably have released it by then
i'm not touching grass so i'll test this a bit
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)
LWC is never supposed to be interrupted by anything
sounds release ready to me 
well, sounds like it works as intended then
didn't test the P4G changes but also I can't imagine any of those changes would break anything important
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
https://t-poseratkechi.github.io/PersonaMusicScript/docs/collections base p5 palaces only i think
ooooo cool I missed that. thank you
Ryo for P5R: https://github.com/T-PoseRatkechi/Ryo/releases
BGME with Ryo: https://github.com/T-PoseRatkechi/BGME/releases
also you can "replace" cues in voice_singleword now 
couple months late for that one person who was looking for that though 😔
I definitely know someone who wanted to replace stuff in singleword
I've been meaning to get back to MDMP3 so this looks like a good opportunity.
why is p4g so weird with its audio man
the older p3p and newer p5r/p3r were fairly straight forward p4g is just "nope, that doesn't work here" 
"oops we gave people what they've been begging for and it was overwhelmingly successful"
hate it when that happens

The vita was built different fr
dont worry, the Switch versions of P3P/P4G are more cursed

they really opened the flood gates too lol
every time i add ryo as a dependency to a p5r mod the game just wont boot lmao
can you send a small mod that causes the issue?
mod + mod dependency seems to work fine for me, like the voice_singleword example mod 
weird, if i add it as a dependency to custom bonus tweaks it explodes like this lmao
ill make a smaller mod and check
CBT really earning its name huh /j
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
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
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
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can you enable debug logging for bgme and ryo, get one of the broken songs to play, and send the logs?
this happens without the ryo mod so its definitely something on bgme end
oh
oh my god lmao
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
did bgme stop adding-
there's the problem then lmfao
wait, how did the dlc battle theme work but not the victory theme then

lol, so i guess there's conflicting ids
was the dlc battle theme id > 1000? anything below that would conflict with existing music i think
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
sure but > 1000 after removing the 10k offset i mean, which yeah seems like it. oof, this is gonna be annoying to fix lol
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 
should probably just not remove it at all then lol
not having the 10k on the filename already causes "issues"
like this
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 forBGM_42.AWBaren't adjusted to "exist" with the existing BGM ones; you'd have to add 10k to the file names
thats what I had to do, yes
because it worked fine before
but now the ids can conflict with existing ones
which can end up causing this
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
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

wrong category maybe?
p4g moment </3
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 

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 😭
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
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 
what if you're hitting some unused failsafe that's sending a stop command to the bgm?
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 
it actually plays during all attacks and blocking it seems to have fixed all muting 💀
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 
lol, is the fix p4g only? i can't imagine itd sound good on other games
that makes sense for voice clips but that's kinda funny that it's potentially a thing for battle sfx too
yeah it's p4g only. honestly it's hard to notice tbh, "battle sfx" in this case means like player/enemy grunts and attack sfx and it only affects when the game spams them
btw has anyone ever look into why some of rise's unvoiced nav stuff lowers bgm for no reason?
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
Script stuff
Sierra made a mod to fix this on 32bit iirc
this mod? or something else? https://gamebanana.com/mods/359705
believe so
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 
- P4G BGM HAS BEEN BEATEN! No longer are we chained to
snd00_bgmlike savages
- 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
SharedContainerIdin the AudioConfig in code orshared_container_idin 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.
Sure I will
Do any of the changes affect P3R?
ya according to me
BIG DAY
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?
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)
like astro said they technically do, but a user shouldn't notice a difference hopefully
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
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
cuesheet changes; there was an update?
in theory, would P4G events be able to use higher IDs?
I'm sorry I'm so sleepy rn ignore the old message
that thing about grabbing the ACB name from the handle or whatever
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
yep, there's no limit now. you could start at 69420 if you'd like
lol
I think I'm limited to 65535 by the PM2/3 haha
but nice, I'll test it out... sometime
oh right, two bytes rip
so I in fact cannot start at 69420 lol
that's the way i'll use going forward, but the ue games use the UE function thing that loads it. the ACB is named in your log so they're still being registered 
i rewrote how ryo registered audio i'll see if i forgot the cue folder code...
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)
thanks, it's still better to use that over the ue function 
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")

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?
that's cool. does it need to be encrypted?
yeh, p5r's is encrypted
battle themes now uses it for p5r's music though, so hurray for file size decrease 
yayyyy
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",```
i looked at the code (https://github.com/T-PoseRatkechi/Ryo/blob/6ebfbf7672beeb5e11b068848a40c4979d3ef384/Ryo.Reloaded/Audio/AudioRegistry.cs#L115) and it should probably be working. can you send the log after loading in-game, maybe it's not being registered correctly 
i'll test it in p5r in a bit
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?
wait cue folder work in yakuza?
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
is the cue folder code game specific?
naw, it happens in AudioRegistry. i reworked it a bit from smtvv's update since it had duplicate code but ig it broke it
ah
lemme check cue folder on yakuza real quick
still works on yakuza
so yeah, just smtvv specifically lol
hey so the logs say your cue folder is named todo lol
it assigned to the wrong cue, for some reason it dropped _main 
this log has less "polution" and i closed the game after bgm played
so, here's the funny part
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
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
well I guess I can remake the config since I know most of the info on it isnt needed now
and since you're using ACB and Cue folders, it'll set those for you without a yaml
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
yeah you can clear everything besides volume i think. maybe keep sample rate but criware seems to play it fine even if wrong
alright
lets see
yeah it works now
although i dont know then if the 2 signatures i got are needed or not
I guess its better to add them and have them turn out not needed
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 😭
f
the characters dance to the music? lol
Nah that's just her idle animation
old mods seem to work fine as far as i can tell (p4g) - i did some testing with events and random battle themes
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
technically it should be but i kind of took a shortcut in some code so it might not work until i rewrite it properly
turn on verbose mode for bgme, is it being limited as battle sfx? there's nothing i can do about it in that case since limiting is 100% required afaik
Ryo: https://github.com/T-PoseRatkechi/Ryo/releases
BGME: https://github.com/T-PoseRatkechi/BGME/releases
- Added support for data and file replacement.
- Randomization adjust to not play the same thing twice. @boreal fulcrum
playback_modeadded to config, with options:randomandsequential- P3P: COMSE and BSE replacement
I've already taken the liberty of fixing the P3P sfx
what's the fixed P3P SFX bit about?
comse and bse are inside bins
so if you replace now with ryo it wont omega die, which enables merging id guess
^ and now sfx can be crisp HCA
and everything else too ig now
inch resting
I'll have to test it out later but I wonder if this fixes P3P's shit audio lol
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
oh
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
idk what you mean, it's clearly been improved
or do i have to manually extract every single vag file from the .pak files
i considered explaining it but it was a bit complicated. if you want to have multiple files playing for a single .vag then yes you'll have unpack every file and place like in the example mod
but only ryo supported formats, such as hca and adx
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
the latter, and in hca format.
there's no file redirection/emulation stuff, bgme is manually playing different audio if a mod has included it
shame
i think i can support PCM pretty easily
it's just that i think the ext for that can literally be anything lol
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?
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 :/
i was gonna say for him and send a theo emote but we have none
good thing we have this though



just essential
we do actually

the popcorn is theo iirc
https://github.com/T-PoseRatkechi/Ryo/releases/tag/1.9.1 vag supported
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
i think that just the play mode to sequential instead of random
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
oh let me check something
my mod had them under a folder with the original file name, im guessing yours are just loose
wdym it's clearly improved
no sfx is improved 
hmm, are you sure it works? i had to move it out init.bin and it's just muted 😔
it sounded better to me.....
placebo affect goes hard 🔥
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?
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
oh right you did say that, sorry
i'm juggling a few things at once and not paying enough attention
np, it found a bug at least lol
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 😔
export from vag to wav in batch with foobar then use monke2 to batch convert to hca
problem solved

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

10/10
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
what game 🤔 ?
is it consistently reproducible?
I just play as normal until a social link rank up/AOA defeat screen happens
can't hurt to have someone else test it
@zinc patio@rigid snow video footage of what's happening
yeah so like i haven't really played the game lol
what's the timestamp of the issue
Exactly 1:00
persona modder moment
that's certainly new behavior
that did not happen when I was playing with BGME previously 🤔
What's the original vs new?
the music shouldn't cut off with the s.link max rank screen, it should play all the way through that screen
is the music being replaced in the clip 
s link music needs another category iirc
if it isn't being replaced, then ryo should just be ignoring it
when were you planning to release that new update of BGME with Ryo?
not sure why ryo would affect it then, it'd be running the original code
. Does it still happen without any mods enabled?
soon, i think i finished updating bgme and battle themes so it's basically done 
I disabled BGME Framework for P3R, booted the game and it still happened
Checked the logs and it was still doing calls BGME
So did I disable the wrong one?
You have to launch the game without reloaded, through steam
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
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
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 
I am 100% sure I haven't replaced that song though
And it happenening for a SFX too is strange
Disabled all music related mods and it worked
Now it works without issue with my mods...
we love issues fixing themselves 😭
me earlier today lmao
hooray for no more setting category stuff manually 
oh nice
@red galleon
Ryo: https://github.com/T-PoseRatkechi/Ryo/releases/tag/1.10.0
BGME, if you have mods using it: https://github.com/T-PoseRatkechi/BGME/releases/tag/3.2.2
Changes:
- Sound categories are fetched automatically (for Persona games)
- Cues can be replaced either by Cue ID or Cue Name (for Persona games)
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
so, what happens now if you explicitly specify a sound category?
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
You can still set categories, and is a requirement for new audio like BGME's bgm (hence the update), it's just no longer a requirement or default to have any
nice
If categories are set, they'll be used, else it'll get them through code (for replacements)
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
yeh, though the game needs the pattern for criAtomExAcb_GetCueInfoById and/or criAtomExAcb_GetCueInfoByName for it to work
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
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)
you've jinxed yourself, prepare to be den🅱️ o'd
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)
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
added
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
I think P4G is one of the rare few games that have just random standalone AWBs
can't forget the random acb files for skills
if its a standalone ACB then its just embedded audio
took, uh, a few months lol. got a working proof of concept, though where it swaps between an regular/instrumental version in/out of battle
Ryo: https://github.com/T-PoseRatkechi/Ryo/releases/tag/1.11.2
BGME: https://github.com/T-PoseRatkechi/BGME/releases/tag/3.3.1
For anyone that wants to try it out. In P4G, head to Heaven and it'll swap between an instrumental/normal version of the song at it's current place.
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 
congratulations on your-
"wait why is there no categories on this bgm cue- nononnononono"
link cues don't have to contain category info

freaking link cue aaaaaaaaaaaaaaaa
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
jjk does too 💀

@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
the bgm player never changes 
but the others do lol
and category is listed, enable dev mode and and switch to debug logs
might need to update
unless it was added-
damn
cus i was only seeing the categories on replaced sounds lol
but good to know its there
in Yakuza all of the karaoke stuff is in a singular player, this includes the instrumental track, the vocal/singing track, and then all the cheers, all in the same player, and i noticed its different every game boot
so one time it was 40, then i rebooted the game and the player is now 35, etc
is yakuza ue or non-ue?
non ue
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
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)
yep, for any game that has the GetCueInfoBy(Method used to call cues) pattern
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
🤠
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
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
yeh
Even without any fancy crossfade or anything. As long as the gap of silence can be fixed. Then I'd say it works 
i cant believe you would lie to me like this

like i said before
the category is not shown UNLESS the audio was replaced
same as p3r ig
they play the link cue, which has no cats, then then plays the cue that has cats

but like
they DO have categories
this one is category 11, I know that for a fact
That might be from the default you set I think
If no cats are set in the config, it'll get it from the game, but if there's none there either than rip
oh you mean you checked?
and GetCueInfoById was found?
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)
THEY ACTUALLY JUST DONT USE THE CATEGORIES
LOL

btw, did you change how Ryo handled volume?
the yakuza audio replacements are all just insanely loud now using latest version
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

I checked this thread and was really confused bc I thought you guys were talking about like, actual cats for a second
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
the minds of game devs are truly an enigma
i keep checking random acb
NOTHING has a category (so far)
why do they even have like 20 categories then
absolutely insane
anyway i think its fine leaving it without categories
if they dont use categories then that's that lmao
smh non cat owners
no you're lucky, you get free volume controllers lol
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
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
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
that's what i was hoping to do, but it seems like it directly accesses category data by index in memory
oof
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 🙂
Try moving some holdup below bgme framework?
I’ll try this, thanks. Off the top of my head I also have CBT and two bgme using music randomisation mods installed which could be messing with it as well, is there a recommended load order for using these?
the main thing is that some holdup bgm needs to load last, since it relies on catching when the game plays that song
I figured that’d be the case so I thought I put it last in the order but I’ll check again! Thanks
Hi, tried this, still not working correctly, the battle music continues to play and the game never seems to transition into the hold up music when beginning interrogation
Please let me know if you need a modlist/load order or logging to resolve this
downloaded from the github






Infinite potential I loooove itttttttt
