#BGME (Music customization for P4G 64-bit, P3P, and P5R)
3598 messages · Page 4 of 4 (latest)
I think it's something like that too
btw @rigid snow how does the (Ryo) audio preloading toggle work? I figured being preloaded would avoid how sometimes the first load of a music would be delayed by like a full second but apparently it still happens lmao
That's for games that use SetData and load audio data into memory to play
It'll do that for all audio on launch
@rigid snow so I added support for another UE4 game (RainCode) and it seems like Ryo is not playing too nicely with voice dialogue autoplay, any idea what it could be? I'll test later with P5R to see if this is consistent behavior https://cdn.discordapp.com/attachments/737305662081597511/1268144333123751946/uhoh.mp4?ex=66ab5af1&is=66aa0971&hm=077497e187e8d81d1411e3cde54a37867f1473d5baa59420ea6a8d7ea25b7267&
Oh did someone do an english patch for it already? 
I guess it would depend on how autoplay works in the game, I've never looked into that for any of the persona games
i'd check the area it sets the audio, criAtomExPlayer_Start returns a PlaybackId which might be useful to see how it's used
me

the only things left to do is to get the dub to use the patched voicelines and fix some newlines in certain tips
Very very nice 
New audio gets played through SetData, which also goes through Ryo's hook of it for replacement
honestly will probably remove it, it's beyond niche i doubt anyone would use it 
why's that
i think its pretty cool ryo can "replace" cues that dont exist
avoids having to use ACE and such
oh, no i meant replacing audio the game plays using SetData like P3P SFX
a
had an instance of battle music stopping in p4g. apparently my replay fucked up so idk if the log would help but here it is anyways in case you can discern anything useful?
sorry, i had debug menu running. but i did have bgme, bgme api, and ryo on debug
https://github.com/T-PoseRatkechi/Ryo/releases
https://github.com/T-PoseRatkechi/BGME/releases
make sure you're on the newest versions for both
I might not be, let me fix that haha. I'll let you know if it comes up again. I assume these are still prerelease versions?
they're what will be release tomorrow probably assuming nothing breaks for you again
btw I made a pull request with the raincode support before you release
yehhh
If you're still having the issue send your mod list 
Is there a way to quickly generate one or do I need to write it out?
I usually just screenshot it ngl lmao
I think your log would also have enabled mods too
Will do !
Where is that located? Sorry new to this one a little
It needs to be one where I actually get into a battle with a holdup I’m guessing ?
in R2 go to the settings menu (the default startup menu); there should be a button that says Open logs folder or something
thank you!
this button?
heres two fresh ones
This is a separate issue by the way but the game seems to not respond to the calls to play the holdup music in any scenario- it won’t in the thieves den if I pick it
do you have the "no holdup music" mod enabled by chance?

Nope

Only “some holdup music” which is set to only begin when negotiation starts
In its own mod config
yeah, some holdup blocks all uses of holdup bgm then starts it itself during negotiations. it's why there's a chance of other bgm mods getting in the way (hence the logs)
i couldn't be bothered to remove it just for the actual use in battle lol
Ah ok working as intended then in that instance aha
Ryo, BGME Framework/for P3R, and BGME Battle Themes updates are out, now we wait to see if anything broke...
nice

As far as I’ve tested I don’t think the femc mod is broken
which game is this
p5r
I told you about this in p3r too 
not encrypting or double encrypting?
it was from an out of date bgme framework i think
pretty sure bgme sets categories now for new music
it happened for me when i updated to latest
specifically on that tartarus workaround mod
had to delete the yamls to fix
oh
i think i just assumed encryption-related bc a lot of ppl are unspecific when reporting problems and say loud when they mean distorted
tartarus workaround just replaces tartarus bgm with itself, and my jjk tartarus music plays fine
maybe the yamls are what caused the issue
i didnt look at how they were formatted
i just had a hunch, deleted them, it wasnt blasting my ears anymore 
https://discord.com/channels/746211612981198989/1268733274532876422 seems to be an issue with p4g too
Can you replicate this?
I tested this but randomized battle music respects bgm volume setting and sounds fine
I'll look into it shortly
I'm noticing that battle and dungeon music doesnt restart after starting/finishing a battle. cool feature but i dont think it works well for battle themes, moreso for dungeon themes
update your bgme lol
ryo too, but that was for this test feature ^
and i removed that code in the newest release, so that shouldn't be happening anymore 
you should add it as a toggle if you can i rly like it for dungeon music
mayhaps 
I could not reproduce the battle music volume issues but I also am not using CEP. I don't know if that changes things
the double volume issue only happens when a category existed by default and then got removed
and i dont think that happened in any game?
(aside from Yakuza)
although, very very rarely it does happen anyway in Yakuza, but I wouldn't call it a "common" thing
I've only noticed it when the game loads multiple audios at the same exact time to the same player
that might be fixed now for you. i used to reset on player use, but that was honestly dumb since volume wasn't even set on the player lmao
now i reset on category use
weird
ah, guess I'll have to test again soon
updated to the latest version and now my added music does not work at all
Fixed it by disabling another mod
Which mod???
this one
damn, that auto update too strong
i finally had reloaded open long enough that ryo update was shown
now whenever any game loads an audio through ryo it just dies lmao
someone on GB reported the same thing on an SMTVV mod
checked in smtvv and yakuza and it happens in both
in both instances, the last log is just "modified volume"
its this commit lmao https://github.com/T-PoseRatkechi/Ryo/commit/1fba8d09ce92d4b82120f7bd0f9961a4e2b7f13e, if i build the one before there's no crash
actually lemme see up to which one i can build without crashing
yeah, anything on that commit or newer crashes ingame
I also just saw this comment on GB on bonus tweaks
should've been fixed with the current ryo version unless it's something new
only thing i can think of is UnsetParameters being null but it'd only be used if something used UsePlayerVolume 
if build with debug and attach a launcher, can you see what line it's failing at specifically?
if you build it on Debug it'll prompt you when the mod loads
whoops, this should using SetCategoryVolume
@boreal fulcrum fixed https://github.com/T-PoseRatkechi/Ryo/releases/tag/2.2.2
yup, no crash now
Did these help diagnose for the issue id been having at all ? If there’s anything I can do to help figure this out let me know 🙂
haven't looked into it yet
lmao i dont even know how this broke 
wait is that even the original yaldobath song or did they use a remix for the dlc 
so I’m running Ryo Framework 2.2.2 and BGME Framework 3.0.0, but for some reason, the bgm audio still drops to 0 only on one very specific attack in P4G
(Atom Smash)
I do have the Music Enhancement Pack and Anime Music Expansion mods installed too. Other attacks seem to be fine, but using Atom Smash makes the BGM track drop all the way down
uhhh, better repro here. Spoiling the video since it’s a later game P4 dungeon
In Reloaded -> Click on Ryo -> Open Config -> Enable Dev mode and set Log Level to Debug
Play like normal until you get hit with the SFX that mutes BGM then send a screenshot of the console (the second window)
it was easier when i just limited them my way
check here in 5 minutes for a new version (BGME.Framework) https://github.com/T-PoseRatkechi/BGME/releases
all better now. thank you kindly!
3.4.1 isnt able to download
cant seem to download it
unless if its one of these
but idk which one
you want the API and framework (2nd, 6th downloads)
rena "forgor" to update the numbers haha
apologies but one more attack causes volume to drop to 0 
|| the reaper's maziodyne attack ||
although I only downloaded the framework folder & not the API
so maybe that's my half-patching fault
nope, confirmed that volume is still to 0 after adding in API too : (
didn't quite grab the log right after the attack on the post-api patch one though
my apologies. I think it was around here. seems to be any of the ma- skills that trigger it
the new version still seems to ahve audio cutting issues
didn get the api tho so lemme try that
NVM I FIXED IT YIPPEEE
getting the api helped
yus voice still cuts out but its fine the music still plays
i can hear the amazing the fog remix
nvm as soon as ||izanami|| used a skill the music cut off
fuck
yeah I think maybe there needs to be a more comprehensive look at this issue given the number of help threads and such 😔
alr
im glad it isnt a me problem
ill be patient
love this game and this community so ill eat up anything
you could also use an older version of BGME if it bothers you. I don't remember which one doesn't use Ryo but that's the one you want
I'm a little rusty with BGME but I've been trying to test this with my new computer and for some reason it's not working
- something iirc
ill have two versions then and ill just name one an old version lol
yep 2.2.5
"not working" doesn't explain much 
not working with any mod, not working in your own mod, etc?
My own
yeah you gotta post more info lol
error messages, logs, file structure, mod dependencies, etc
Nothing like that, it’s more like I’ve done everything right and it still isn’t working
Oh wait
Oh my god are you serious
Ok sorry, I found out why it wasn’t working
Apparently it’s cause I spaced down my text in my music script without anything in the beginning
No idea why that should affect it but nonetheless it worked

idk why that would break it either
Ok well now I definitely don't know, I added more to my music script and none of my new songs are activating
I hope that was a little more informative than my last cry for help😅
In Reloaded -> Click BGME Framework -> Open Config -> Set Log Level to Debug.
Then do the same for Ryo Framework (BGME started using it recently)
Launch the game and send the log (Reloaded start page -> Open Logs Folder -> Send Newest)
Wasn't Ryo always a dependency of BGME
the p3r ver yes, but the non-p3r ver predates it
yes
although I don't think you need to enable it after you update the mods...
do you have BGME framework explicitly enabled?
this should go in a help thread in the future but since you're already getting help here I'll leave it be
Yes
if your proposed solution of requiring Ryo doesn't work, send the log
Did you remember to add BGME Framework as a dependency in your mod?
Do you have show file extensions enabled and your files are .pme and not actually text .txt files?
bgme is working fine since it loaded other mods
Wait I thought the guide said to actually make it a .pme file
yea and theyre checking that you changed the extension properly so that it actually is a pme
is your mod music improvement pack ?
Yea(Name’s still pending, I don’t wanna copy Music Enhancement Pack)
post your music script
the log says it loaded your mod fine, including a script
yeah try taking off ===
or add // to the front
// means a comment means to ignore that line, anything else is treated as part of the script
idk why it's not throwing an error with : ===Bosses=== but it's definitely not supported
Got it
Anything else that may be affecting it?
It's still not working???
Only one that is working is Adachi
And that one's not any different from the rest so I don't know what's up
Send a screenshot of your music files
never mind, it shows ryo picking them up in the log
and the collections seem to be fine...
huh, @royal egret try disabling music expansion
Sonnuva bitch it worked
How did that affect it? I made that pack specifically for AME and didn't touch any of the events
Would it work if I make Music Expansion a dependency?
Lmao, nah I don't think that's it
My music pack was mostly inspired by MEP and another one from 32 bit so it shouldn't affect any of the events
Waaaaaait
I think this actually worked
Holy crap it did
@royal egret yeah i didn't expect ame to touch battle music but i noticed an encounter.pme in the files
it was loading after you mod and overwriting your changes (adding as a dependency makes ame load first, now you're overwriting its changes)
yeah iirc that one is just for the myriad truths scene
I could rename it though if that would help
Ohhhhh right I did see that in that file
probably should
Thank you, sorry you gotta put up with my insane creativity🤣
I'm half tempted to make a thread for my music pack but I haven't even thought of a name yet
Ya know what, screw it
I've been trying to have a specfic track play during the Reaper with my own .pme file but still uses my of my pointed tracks for regular battle. I could just have that point to the song I want but was wondering it won't recognize the change for The Reaper battle.
Currently I have it setup like this: encounter[727]: music = battle_bgm(p3m_onedetermination) end
(tried "The Reaper" instead of 727 as well, didn't work)
are you using bgme battle themes for regular music or is it all bgme framework?
BGM Battle Themes
In Reloaded -> Click BGME Framework -> Change Log Level to Debug -> Get into Reaper Battle
What encounter ID is it?
hm for some reason the reaper battles isn't in the specials battles collection
ig it plays md normally right?
Yes
It plays normal stuff
Apparently only P4G gives him a boss battle theme (it's just I'll face myself)
@rigid snow btw the new update breaks bgme p3r
only for tartarus encounters
that use the disadvantage normal or advantage contexts
im assuming the address that reads those probably changed right
haven't look into it all but they probably added a if (game == ep aigis) do something else
no yeah that, because that probable change it can't find the code anymore (the error in the log)
Metaphor support (hopefully)
BGME: https://github.com/T-PoseRatkechi/BGME/releases/download/3.5.0/BGME.Framework3.5.0.7z
BGME Battle Themes: https://github.com/T-PoseRatkechi/BGME.BattleThemes/releases/download/2.1.1/BGME.BattleThemes2.1.0.7z
did this ever get updated for p4g
i meant w the com pack
yeah the audio still cuts out when someone summons a persona
fak
yeah this thing
which old version would i use
Does it work the latest version of P3R?
it should
does this support replacing the vag files in a model's pac/pse file? this is my mod's file structure and it seems like its still just playing the vanilla vag files
it only supports the comse stuff

are those different than the stuff in /player/bc001.pse?
no clue
in the game's code there's references to files like that, idk if they exist or are inside of some pak 
pretty sure the string is just there to use to load from pac
well i did make them diff from the ones in the vanilla model pac, they're aigis's post awakening FES battle lines if that's what you're asking
i was asking because the comse/bse (and others ig) are played from data buffers
they're not even criware audio format lol
they're .vag which i think was some psp format?
i had to be able to identify what file it was trying to play manually, since that info wasn't there anymore, then check if ryo had any files registered for a completely arbitrary file.
that's why it doesn't work for anything besides those, because the game isn't playing those files , i am manually
if there was an easy way to identify the audio, then i wouldn't mind adding support (hence me asking about the player/bs000.vag stuff)
yeah
although the one atlus uses for p3p 2023 is really weird
yeah the p3p 2023 ones have like audio 2 files in one i think? probs for the jp/eng dual audio
pretty sure it broke like all previous tools used to modify vag files sadly
yeah
there's a tool I found that can open the files but it only has like a 70% success rate lol
so surely there's gotta be something better
I don't remember, I can check when I get home. it just fails to load some sounds is the main issue
seems to be working fine on metaphor in my limited testing
r2:https://github.com/RyoTune/BGME/releases/download/4.0.0/BGME.Framework4.0.0.7z
r2:https://github.com/RyoTune/BGME.BattleThemes/releases/download/2.2.0/BGME.BattleThemes2.2.0.7z
@boreal fulcrum what was wrong with the encounter context from this weird bit of code?
it's been accurate from what i can tell
not for me
sometimes it just wasn't right at all
the other bit of code is the only one that has actually worked
which one?
for the one in the screenshot i've just been doing normal encounters. different bgm code is used for some battles (sleeping guard in 1st dungeon) AND victory bgm for god knows why reason
lmao
with that bit of code it was just randomly wrong
sometimes it was right then it randomly wasnt
welp, guess i'll be playing with console on my second screen next run lmao
have you restarted an encounter?
because i noticed with the one im using, if you ever used retry the retry has a diff value
is that different from dying and starting from last autosave?
yes
then no, might be disabled on regi difficulty

somehow p5r's code seems simple by comparison now.
you can press L3 at any point during your turn and it restarts the encounter
i'll try forcing to a different difficulty later and hopefully it'll be an option so i can test it
it does randomly not work 🙂
told you lmfao
this is my code
public struct Encounter
{
[FieldOffset(0x24)]
public BattleContext Context;
}
public enum BattleContext : byte
{
Advantage = 0,
Normal = 2,
Disadvantage = 4,
}```
private unsafe void SetEncounterData(Encounter* a1, nint a2)
{
EncounterStartType = a1->Context;
_SetEncounterDataHook.OriginalFunction(a1, a2);
}```
switch (EncounterStartType)
{
case BattleContext.Normal:
// LogDebug($"Using {EncounterStartType} type BGM");
var defaultBGM = UseNormalBGM(model_id);
if (defaultBGM > 0) target_bgm = defaultBGM;
break;
case BattleContext.Advantage:
// LogDebug($"Using {EncounterStartType} type BGM");
var chanceBGM = UseChanceBGM(model_id);
// LogDebug($"Advantage BGM is {chanceBGM}");
if (chanceBGM > 0) target_bgm = chanceBGM;
break;
default:
EncounterStartType = BattleContext.Disadvantage;
// LogDebug($"Using {EncounterStartType} type BGM");
var pinchBGM = UsePinchBGM(model_id);
if (pinchBGM > 0) target_bgm = pinchBGM;
break;
}```
48 8B C4 55 53 48 8D 68 ?? 48 81 EC 18 01 00 00 83 79 ?? 00```
disadvantage has 2 types because hard/regicide disadvantage is different from lower difficulties (lol?)
but i was too lazy to figure it out
the side effect of my code is that if you click the restart battle button it counts as disdvantage bgm because that also uses different values that im also too lazy to check
also, like I mentioned before, gauntlet runner battles dont use this function so have fun tracking that one down
neither do treasure demons
but fwiw both of those are only ever neutral, no advantage or disadvantage
which ones are the treasure demons? the will o wisps-type things?
still in 1st dungeon
You wont see them then

can someone test this for me?
for some reason the victory music isn't updating
P5R btw
for some strange reason when I put myRandomBgm in the Disadvantage song slot it doesn't change, but if I put it in other slots it does change
I think my files are just acting weird
i don't see myRandomBgm anywhere
global_bgm[340]:
music = 10604
end
encounter["Normal Battles"]:
music = battle_bgm(10601, 10602, 10603)
end
well, going by this script you're not changing victory music?
i just need the music script 
`const myRandomBgm = random_song(10602, 10608)
global_bgm[340]:
music = 10609
end
encounter["Normal Battles"]:
music = battle_bgm(10601, myRandomBgm, 10600)
end`
what was the problem? battle bgm is normal, advantage, disadvantage
the disadvantage isnt being randomized
it's currently set to a single song, 10600
wdym no
battle_bgm(10601, myRandomBgm, 10600) = battle_bgm(Normal, Advantage, Disadvantage)
@tacit python P4G BGME SFX might be fixed now 😳
zark tested it and said it was fixed
ty rena 
I think it's just a matter of updating BGME and Ryo when it's actually released, I think it's currently only on gh
goodbye big dl number 🫡
time to add it as a dependency to all my mods to pump up the numbers 
updated a bunch of mods, hopefully nothing broke 
ima head to bed
i think so

Holy sh- It really is fixed
ooof
equivalent exchange
naw, bgm fix >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>^1000000000000000000 > linux support
based persona BGM modder breaks support for Linux 
the game doesn't support linux and neither do i 😤
denuvo moment
new
if this doesn't fix it though idk what else can be done. the setting that fixed bgm would be the cause of linux breaking
welp i got one last hail mary to try. really confuse why it would break, i kinda doubt criware is doing anything that crazy but 
Fs in the chat for linux users 😔
can't believe criware beat proton
force Linux users to use the inferior version with the SFX issues because they have no other option rn
on the one hand i kinda want to fix it for linux but with the original method of just limiting sfx
on the other hand

😔
if I used steam deck more I think I might care but otherwise it's just like... is it really worth it
The only Linux that matters

hey @rigid snow is there currently a way to use ```encounter["Normal Battles"]:
music = battle_bgm(myRandomBgm, myRandomBgm2, myRandomBgm3)
end
in episode aigis
it currently doesnt work (it works in main campain just fine btw)
no one has mentioned it not working in answer so 
there are a couple of battles that specifically play MD, which don't get counted as Normal Battles
weird
what's the most recent version of the mod out maybe I'm outdated somehow
I've tried both latest GitHub and latest game banana
[BGME.Framework.P3R] [DBG] Context: Advantage
[BGME.Framework.P3R] [VRB] RequestSound || Player: 0 / 0 || Cue ID: 2014 || param5: -256
[BGME.Framework.P3R] [DBG] Playing BGM ID: 2014```
if i specificly ask for encounter 1401 it does work
music = battle_bgm(myRandomBgm, myRandomBgm2, myRandomBgm3)
end```
```[BGME.Framework.P3R] [DBG] Encounter: 1401
[BGME.Framework.P3R] [DBG] Context: Advantage
[BGME.Framework.P3R] [DBG] Encounter uses BGME
[BGME.Framework.P3R] [DBG] Battle Music uses BGME
[BGME.Framework.P3R] [DBG] Battle BGM with Context: Advantage
[BGME.Framework.P3R] [DBG] Random Song ID from (8000, 8016): 8014
[BGME.Framework.P3R] [DBG] UBtlCoreComponent_RequestBGM || Phase: None || BGM ID: 8014
[BGME.Framework.P3R] [VRB] RequestSound || Player: 0 / 0 || Cue ID: 8014 || param5: 0
[BGME.Framework.P3R] [DBG] Playing BGM ID: 8014```
it might just be this?
what battle is 1401?
1401 and 1402 are the first two desert of doors fights in the answer
ive gone much further then that and it never starts working
is there a way i can find a list of every fight classified as a normal battle
or a way i can add every ep aigis battle to my own .enc file
Normal Battles is any battle not considered a Special Battle, and Special Battle is any battle that plays a specific song which usually means it's a boss battle and the like
but as mentioned p3r plays md specifically sometimes and i include those battles too
some femc people have suggested changing that, since main game has some battles like that, but no one's bothered to document those kind of battles
my understanding is that it's mainly just monad doors that do that, but I haven't checked which IDs those are specifically
regardless it's not working anywhere in desert of doors
for me
and looking at the encs that I have I think it should be the case for everyone
I might be on the wrong version but since it's not throwing an error I'm not sure
is the a list of all IDs in the game files I could look at
I have fmodel I would just need to catalog all of those fights
search all files in fmodel for encounter
that's the encounter data, but i forget if the id itself is included. it might just be the array index
alternatively, set bgme framework to debug log level in its reloaded config
it'll show the encounter id in the console at start of battle
yea but that's just super tedious to go over ever single value by getting into that fight
what's the most recent build of bgme
like the version
4.0.1
that's why no one has done it
do you think if you get a chance you can test it
dont own p3r or the answer
mudkip subsidized gamepass 
I'm getting a bug report for one of my battle themes mods saying that when you flee a battle, it does not play custom victory BGM. was that ever tested before?
you should just read between the lines obviously and immediately understand that I'm referring to P5R smh smh
@boreal fulcrum was custom results music when fleeing battle in P5R ever tested?
love atlus for reason having a million ways to play battle and victory bgm
*just cause ✨ *
I'm on day 2 of potentially 5 of another outage so Im not around but the answer is no I did not test run away victory bgm because I genuinely forgot that was a thing
if it makes you feel better, me too lol. and the fact that no one has brought it up for this long suggests most people forgot too 😭
atlus moment
Does BGME battle themes have support for episode aigis reload right now?
i dont see why it wouldn't work lol?
bc I was trying RBT with EA and it was not working
but I couldn't be assed to look into it at the time...
no ones mentioned it not working i wouldn't know 
i also dont have it technically 
well it doesn't work for me lol
I'll do a bit more testing to confirm it isn't something on my end but I have to wonder if the encounters for EA just. arent present
but no one has complained about it up to this point so..
normal battles include every battle
only battles in Special Battles are ignored
under the hood, does the Normal Battles thing work by manually including all necessary battle IDs? are categories already defined in P3R? etc
it's all battles 
any battle
special battles are only ids set to be ignored
hmmm well I just tested again to confirm - RBT works in base game but not EA :p
seems like it's recognizing that there's a battle at least. but that's all... (dlc vs base)
slightly misinfo, special battles but also any battles past the hardcoded max amount of battles
which is 1200 in p3r's case, and that battle is according to my calculations, more than 1200 
lmao well. i guess that does it huh
is there a reason for the hardcoded max being at 1200
it's how many the encount tbl had in base p3r 
ah, well i do have the game so do you want me to try to grab the encount tbl for EA or however it works
or I guess you could just. set the max to like 3000 haha
sounds like something for a PR 
funny you say that
i am currently looking at your code and wondering what the fuck i'm looking at where you define normal battles
MusicResources.cs in PersonaMusicLibrary, game constants are at the top
i have no idea what the encount tbl has rn but I just set it to 3000 lol
that error above was probably a dotnet error :p
i feel like you'd get that error even if you put it back to 1200
no, i didnt get the error on my second boot
i've just been having 300 million random crashes with modded persona in general
skill issue
i was going to potentially switch to R2.5 but maybe I won't now
have fun with your clunky ui and no kh reference, see if i care 
anyways yeah i have no idea what the correct encount tbl amount is. surely 3000 is acceptable
i mean if it's slightly too high what's the issue
it'll delete the game
oh ok let me bump it up even higher then
sounds like a feature :D
should I bump the version in modconfig or is that something you would rather do on your end
"very quiet about my dislike"
i'm not dc
dc speaks through action (not a single mod or any involvement in the p3r modding scene)
ofc, you simp a regular idol rather than a virtual idol 
also hiiiii
wdym
doesn't matter who bumps the version lol
uncool
we're so back
(only took 9 months to give RBT proper support for P3R EA heh)
really this was me asking meovv for the episode aigis boss IDs lmao but y'knowwww
whatever bgme keeps doing with the hold up music in p5r keeps causing bugs lol
annoying af lol
does it happen w/o bonus tweaks 
yes
its a bgme issue lol
i dont touch bgm at all (aside from having pme files)
you dont even have to instantly mash out
even waiting a second or two it still happens
probably this https://github.com/RyoTune/BGME/blob/461c13cb3a1de76688b9a423af90b09a3a9ec408/BGME.Framework/P5R/BgmService.cs#L40
you should probably remove this because its been causing a non trivial amount of bug reports
i.e. @dusk goblet has gotten a few
make a pr
I didn't even make this!
Is it just me or does the global_bgm block just not work for p5r
I tried specialist p5 over boring and it didnt work, I ended up just using yona to conver the adx in there to hca and then used ryo to replace the so boring cue id
and now im trying to disable the saferoom music but its not working
bgme no hold up music never worked for me either
tried with both the song name and cue id/song id
okay im pretty sure bgme for p5r is just kinda broken
encounter blocks work fine (only tested with costumes so far)
global bgm doesnt work at all for me, changing the bgme log to debug doesnt do anything for me
it works fine in p3p though
okay i got it to show the debug messages? so now i assume something is interfering with bgme
okay using audio mix control breaks bgme for some reason
idk how audio mix control even still works
might want to disclaim that somewhere
Okay its fixable by just placing audio mix control above bgme
rare code mod conflict i guess
minor spelling error....
@zinc patio 
the culprit is nanako
sigh this really does need to be fixed at some point huh
you realize i will just go right to you to ask for help right
im honestly not sure why it's such a pain point, criware should support playing from file fine. though in p4g, it was solved (a bit I think it still happens) by a setting change that someone said caused even worse issues in p3p lol
commission it
the way i clicked on that expecting it to be real
p3p uses vag files for those right? maybe the odd way it handles its audio is a pain point there lol
?
but p4g has the same issue with no vag
p3p has that extra atlus sauce or something idek
it's the price we pay for
, either her or BGME
honestly, even I'd struggle to pick...
yeah anyways it would be really nice to get it fixed at some point
or sufficiently fixed
let me know if there's anything i can do within my ability to help 🙏
Trying to get this constant to work, but the tutorial's confusing

.theme.pme is bgme battle theme stuff, not regular bgme script
Yea ik, I’ve been trying to use the BGMe battle theme tutorial to pull this off
you're not gonna pull anything off, battle themes is for random encounters only and doesn't work like regular scripts 
Ooooooh I see
So if i wanna tell it which song to use for each battle, would I need to call it by the name of the HCA file or would I need to do an extra step for it?

