#Ryo (P3R BGM/Audio Framework)

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north frigate
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atlus moment Naonod

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alright amicitia updated

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wrote the victory themes as this

tranquil violet
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off bed now

north frigate
unborn tusk
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perfect guide! all i need to figure out is the looping and then i shall release this mod.

river valve
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no more static noises! we're so back

ebon cave
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so trying to replace DLC music just doesn't seem to work yet

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trying to replace even one of them makes all of the DLC tracks not play, instead just increasing the volume of the already playing track for some reason

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checked if it was the hca, but renaming it to replace mass destruction worked just fine

tranquil violet
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bro what is it with tartarus music and battle music

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@ebon cave try replacing the tartarus block music with itself

ebon cave
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like any music or specifically just the original game's HCA?

elder beacon
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Has someone perhaps maybe unpacked the game's OST and could tell me what is the files' volume?
Because I decided to replace iwatodai dorm's music with the original taken straight from P3 soundtrack, but it's way too loud

halcyon junco
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that was done

ebon cave
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replacing the tartarus block music seems to be fine

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not using the original hca's tho i haven't been able to extract them yet

ionic hearthBOT
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Do this, should fix the volume

[Reply to:](#1205843052317638686 message) Has someone perhaps maybe unpacked the game's OST and could tell me what is the files'...

Audio volume is fixed, but if you made your music quieter before and don't feel like re-encoding then do this:

  1. Create another folder in Ryo/P3R and move all your files into it. Doesn't matter what you name it.
  2. In that folder, create the text file config.yaml with the following setting:
volume: 1.0
  1. This will apply to every file in Ryo/P3R/NEW_FOLDER.
Jump

[Go to message!](#1205843052317638686 message)

elder beacon
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Thanks, I was constantly changing volume in audacity before that lmao

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So basically it'd be something like
modfolder\Ryo\P3R\music\link_53.hca and modfolder\Ryo\P3R\music\config.yaml?

sinful cargo
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so having Ryo load tartarus block music is a way to work around it

uncut veldt
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although I think rena was trying to work on a more permanent solution to that

sinful cargo
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yea, just saying that for now that replacing tartarus block music with itself in Ryo fixes it

hexed cipher
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Does Ryo also allow one to have a random playlist of songs as replacement, like BGME?

sinful cargo
hexed cipher
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ok

sinful cargo
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Think of it like this: Ryo is, essentially, the P3R equivalent of the AWB emulator used in past games

hexed cipher
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I assume one can just follow the P5R guide and just adjust everything for P3R for BGME?

sinful cargo
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Pretty much

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Make sure you grab the PhosMusicManager stuff

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It’s somewhere in here

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It’s a project preset and audio track listings for P3R

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So you can directly replace tracks without having to figure out what cueID it is

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As a heads up with BGME Battle Themes, Victory music replacement is still inconsistent; that’s a known issue. I’d avoid replacing that for now

hexed cipher
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Thank you for the tip. It's fine since I only really want battle OST atm

unborn tusk
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how does one make a song loop in phos?

sinful cargo
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And you’ll see start sample and end sample

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That is what tells it where the loop begins and ends

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Those numbers will depend on the track

vernal moat
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i'd suggest using pymusiclooper and the pymusiclooper -i export-points --path {songname}.wav command

sinful cargo
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I’ve never used PyLooper so idk how reliable it is in helping loop tracks that don’t have natural loop points

vernal moat
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the command finds 25 possible loop points and you can preview them

sinful cargo
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Oh neat

vernal moat
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when you're done previewing them it spits out the loop start and end samples in the console

sinful cargo
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Cool beans

unborn tusk
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ill try that cause idk what to put for the sample points

unborn tusk
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Thank you, that was easier than i thought

tranquil violet
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i just like it exporting to a file as well as to console but that's just me

ebon vapor
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Do i have the right idea for making the battle theme randomise to any song in the folder? Think I'm missing something

tidal gull
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right now the file is actually MyBattleTheme.theme.pme.txt so it's not being loaded

ebon vapor
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Ah okay fixed but it still doesn't work

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I have the files in there named like this because i figured if you aren't specifying songs to randomise it sholdn't matter but i could be wrong there

tidal gull
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Does your mod have a Mod Dependency on BGME Battle Themes; it won't see your mod if it doesn't?

ebon vapor
tidal gull
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btw for battle themes you can use regular file names. battle themes will handle assigning IDs for them in every game.

ebon vapor
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Word
They're named like that because i moved em right from the download folder to there

tidal gull
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is BGME Framework enabled in your mods list?

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battle themes and reactive no longer auto enable it since P3R has it's own version

ebon vapor
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Yep, unless you mean smth different

tidal gull
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in battle themes though, you'll need to use a list of files names

ebon vapor
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Okay right
So it needs to specify every song to randomise between?

tidal gull
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const pq2_bgm = [pq2_InvitationToFreedom, pq2_PulltheTrigger, pq2_RememberWeGotYourBack, pq2_WaitandSee]
const BATTLE_THEME = random_song(pq2_bgm) // Persona Q2
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yeah

uncut veldt
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it's funny that you use this example bc I ditched it a while ago in random battle themes haha

ebon vapor
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so for reload itd be like p3r_bgm = [wipingallout] ? for example

uncut veldt
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but you can toggle between each song individually, that's better 😭

tidal gull
ebon vapor
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But it does need to be the file name so hypothetically for what it is rn i could do bgm = 4000?

tidal gull
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yep

ebon vapor
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Word lemme try saluteLesbian

ebon vapor
uncut veldt
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first line: you are setting up an array/list with your desired battle themes
second line: you are calling that array/list

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I think technically you could do something like

const BATTLE_THEME = random_song([pq2_InvitationToFreedom, pq2_PulltheTrigger, pq2_RememberWeGotYourBack, pq2_WaitandSee]) // Persona Q2
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and have it all in one line

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but the other approach is a bit easier to read imo

tidal gull
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it's also the only type that works i think, pretty sure my parser doesn't handle expressions as function arguments

uncut veldt
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oh does it not lol

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in that case, welp

ionic hearthBOT
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it's actually a feature to enforce readable code phossmug

uncut veldt
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same as the feature to make the scene with P4's true culprit more light hearted? naotroll

ebon vapor
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Do i have the right idea here? not sure what function some of the pq2s serve so i just switched them for p3r

tidal gull
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should be fine

uncut veldt
ebon vapor
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I understand

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Does not seem to work

sinful cargo
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where is pymusiclooper used? command terminal? elsehwere?

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cause my friend is trying to figure out how to use it, they went through the hoops of installing pylooper through pipx which required installing scoop which required installing python

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or w/e it was

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when trying to run pylooper in powershell though, he got an error saying he needed to run a command to make it global

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but when he did that

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he got the error of

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module 'ctypes' has no attribute 'wintypes'

tranquil violet
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simple solution: don't use powershell trol

sinful cargo
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what should be used instead

tranquil violet
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terminal

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console

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command prompt

sinful cargo
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when he tried the command of --help it said it didnt recognize it

tranquil violet
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(all are the same thing it just has 7 different names naosmiley)

sinful cargo
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ok I'll try this myself and see

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wait like

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how do you actually tell pylooper to find loop points for something @tranquil violet

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friend has a wav

tranquil violet
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pymusiclooper -i export-points --path "pathtofile" if i'm not mistaken

sinful cargo
tranquil violet
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does pipx require scoop?

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i only remember installing pipx with pip

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but yes pip and pipx require python

sinful cargo
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pipx can be installed using scoop

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according to the pipx site

tranquil violet
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it can be

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doesn't require it

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can just be pip

sinful cargo
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well idk if he ever got pip

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does he need that

tranquil violet
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pip comes with python

sinful cargo
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oh

tidal gull
ebon vapor
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It just plays the regular battle themes

tidal gull
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send a screenshot of your battle themes folder

unborn tusk
# ebon cave like ?

having this same issue now, dlc tracks i replaced just plays the tartarus track but louder. I already replaced all tartarus themes with itself but still doesn't work

prisma mason
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Is it cool to ask for help here or is there a more dedicated channel for such questions?

tidal gull
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ask here

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it's basically will WIP until it has less bugs tbh

prisma mason
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It's nothing too crazy, but I'm not too sure where to go from here. I followed the music tutorial guide on https://gamebanana.com/tuts/17170#H1_5https://gamebanana.com/tuts/17170#H1_5, I tried to Change Mass destruction in Phos Music Manager, but it never changed to the track I put in, I did notice people mentioning editing music by using cues earlier, should I go about using that method instead?

GameBanana

Don't use this for evil, kids, you'll only get withheld.... A Persona 3 Reload (P3R) Tutorial in the Other/Misc category, submitted by NineNates

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and the track in question I checked dependency for Ryo

tidal gull
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you are using that method; phos just handles naming and structuring the files for you automatically

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in the console, do you see a message like Assigned cue after starting the game?

prisma mason
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I don't, It should be at the very top right?

tidal gull
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nearish

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right before the message that your mod has loaded i think

prisma mason
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Don't see it

tranquil violet
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is your mod named mod_folder

prisma mason
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no

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"Trns Beat" is what i named the mod

tidal gull
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yeah noticed that, technically your folder name doesn't matter but creating the mod through reloaded typically names your folder have your mod id

prisma mason
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you mean this?

tidal gull
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if you click on your mod, then open folder, is MOD_FOLDER the folder that opens

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yeah

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that's your mod's folder

uneven pollen
tidal gull
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yeah

prisma mason
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ohhhhh

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so should i put the file in there?

tidal gull
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yeh

prisma mason
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Well damn

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still doesn't work

opal plaza
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If the P3R project isn't appearing for me in Phos, do i have to do anything to get it to show up?

opal plaza
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ah i didnt

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okay

tidal gull
prisma mason
opal plaza
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@tidal gull i can use existing HCA files i have to "replace" the music files already via ryo yeah?

tidal gull
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it'll tell you what name it uses

tidal gull
opal plaza
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They're encrypted for BGME

tidal gull
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Ryo uses the base key for encryption (which is what Phos also uses)

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wdym encrypted for bgme?

opal plaza
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Like, the files are already setup in such a way that they have they're requiste link names and are already encoded to be used by BGME/Ryo's framework

tidal gull
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then yeah, i think

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thought you meant HCAs the were made for the old method of bgm replacement

opal plaza
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Nah i had a custom pack i was using using the old method, but i just need to find where to put the files to allow it to replace.

remote glen
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I am trying to use Phos to build a HCA file for P3R but for some reason it keeps failing everytime I try to build it. I have the loop points set and everything

prisma mason
opal plaza
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Hate to ping, @tidal gull, checked the log file and it keeps failing the decryption even with the correct ini key in the folder. Any idea whats causing that?

ionic hearthBOT
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[Reply to:](#1205843052317638686 message) I am trying to use Phos to build a HCA file for P3R but for some reason it keeps failing everytime I...

you downloaded the version from here: https://gamebanana.com/tuts/17170?

Jump

[Go to message!](#1205843052317638686 message)

tidal gull
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did you download the phos linked here?

tidal gull
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you can't use those HCAs if they were encrypted for the AWB method

opal plaza
tidal gull
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encryption error??

opal plaza
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Failed to build output for project Persona 3 Reload PC.
System.IO.InvalidDataException: Cannot find key to decrypt HCA file.

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in the log file

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sorry, poor wording

tidal gull
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never seen that, best i can guess is that the updated vgaudio supports deencoding files but i've never used it like that

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use the original files or figure out where it wants the key (possibly the phos folder)

opal plaza
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i have the ini setup correctly with the key, where do i put the VGaudio file to check?

tidal gull
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ini? key???

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you shouldn't have to be doing anything in there

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use the original files or figure out where it wants the key (possibly the phos folder)
and set the key back to what it was before

tidal gull
tidal gull
opal plaza
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Sorry my keyboard was bugging out and couldnt reply. I redownloaded from scratch again, tried it using a clean wav got the same error. Im confused what you mean by where it wants the key specifically. I dont wanna fill the chat with text from a log file, so i wanna make sure its okay before i post it.

prisma mason
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Is it safe to turn the db up on some of the music files?

remote glen
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I wanna make a full P3 Movie soundtrack mod so bad lol

placid saffron
tidal gull
tidal gull
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which vgaudio would need the key to do, but i've never used an encrypted file as input so idk where it'd look for that

tidal gull
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maybe you and honedheart are getting the same error, since their last attempt mentioned using a wav naotothink

remote glen
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Oh bruh I think I may have just figured it out

tidal gull
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moved files?

remote glen
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That download of Phos came with some music replacements in the project but since the files don't exist on my pc they were failing to build. I went down the list and deleted the 3 files except for the file I wanted to replace

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The music that was already in there were replacements for Mass Destruction -Reload-, It's Going Down Now, and Tartarus (thebel)

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So ig as a heads up for anyone downloading that file, make sure to remove those before doing anything

gloomy gate
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Oh yeah, I did notice that with the tutorial install of Phos

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I had just removed them before I built anything, so ig I never ran into the issue

tidal gull
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yeah generally you'd just get the project preset and create a new project, but phos still needs updating...

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oh nice, didn't know you included an icon naocheer

gloomy gate
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oh right, that may actually be leftover from when they grabbed my older project

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I grabbed some stock Reload art adachi_true

tidal gull
opal plaza
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i can send you the log file/hca files im using

tidal gull
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if so send both naothumbsup

opal plaza
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I did yeah. I'll dm you in a bit.

remote glen
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So I created the mod in reloaded and loaded up. The music sounds like a bunch of garbled robot sounds

north frigate
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means it's encrypted with the wrong key

remote glen
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I made sure sample rate was 44100 and bitrate was 16

remote glen
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What do you mean by key?

prisma mason
north frigate
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actually phos should automatically encrypt with the correct keycode iirc... not actually sure how that happened

north frigate
remote glen
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Maybe it was in a wrong load order in reloaded

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Gonna try to experiment a bit

river valve
# remote glen HCA (Persona 3 Reload)

make sure you have this file when you pick HCA (Persona 3 Reload). It comes pre-installed so it should be there already. I made the same mistake and chose the wrong encoder in the selection

remote glen
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Yeah I got that file. Not really sure what the deal is. I might just redo the process and try again

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Well now it's just playing no battle music at all and keeps playing the Tartarus theme

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I am stumped lol

river valve
remote glen
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WOOO it works!! Thx a bunch 🎉

river valve
errant wagon
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hi

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i want ask some question

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why when I add new music and it works, but I get a music bug When after the battle, the victory music goes mute

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sorry my eng bad

sinful cargo
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you can replace the dungeon music with the actual .hca files from the game, but they needed to be converted to .wav format and then converted back to .hca format.

errant wagon
sinful cargo
errant wagon
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its work but got muted after playing 0.5 sec

errant wagon
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const p3r_bgm2 = random_song(10010, 10013)
const p3r_bgm3 = random_song(10020, 10022)

encounter["Normal Battles"]:
  music = battle_bgm(p3r_bgm1, p3r_bgm2, p3r_bgm3)
  victory_advantage_bgm = song(10031)
end```
sinful cargo
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changing victory music with BGM isn't fully working right now

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there's weird things with it

errant wagon
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ah i see

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thanks for information

tidal gull
prisma mason
tidal gull
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with the same name too

slow compass
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where am I supposed to look for this? I don't get it naotocry

lusty elm
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Click on the mod in Reloaded then press Configure Mod

slow compass
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Where then do I find the cue names? are they supposed to pop up in-game

tidal gull
slow compass
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oooh

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thank you

tidal gull
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the cue names will appear as they play, bgm starts with link_##

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all the songs are set up for easy replacement

slow compass
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ye it's awesome
just wanna replace some stuff idk the names of

halcyon junco
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seems like vgaudio doesn't like 24bit wav

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it was complaining about that and want me to downcovert it to 16bit

river valve
halcyon junco
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gotcha

last dawn
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Do you need any experience with audio or Atlus audio file knowledge? I would say you do. So, I'm planning on learning the ropes but it's not clear how you are supposed to name the folder, how do you configure a .yaml file with preset instructions for a folder are yaml files a separate thing from Ryo, and how do you begin writing one for a folder then?partynoot

remote glen
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I even tried replacing Reach Out to the Truth with another track for example and it still doesn't play anything

uneven pollen
tidal gull
tidal gull
tranquil violet
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you gotta replace the tartarus block music

remote glen
tranquil violet
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i think so yeah

uneven pollen
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thats what i did and still got the problem

errant wagon
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does anyone know why this is?
and how to fix it?
even though I didn't add or change the victory sound.
Sorry for the bad video, because my laptop can't record it if I don't lower the graphic quality

errant wagon
tame sorrel
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So is "Title_Env_Dark" the title theme? Any way to have music play on it?

tidal gull
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just replace it like normal, all new audio is played as bgm

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it's slightly buggy if you go to config/wait for movie since the game doesn't expect music there but that's usually not an issue

tame sorrel
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Perfect, thanks, I'll give it a try

dull girder
# tame sorrel Perfect, thanks, I'll give it a try

If you want it to duck out when the opening/intro cutscene plays, you can set category_ids to 1 and 13 and player_id to 2, but for some reason this will make it spike to max volume once you get past the 'press start' screen.
been trying to figure out how to make that one play nice for a bit, but can't seem to.

tame sorrel
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Yeah, I noticed that the music just cuts when going to config as well

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Currently the issue I'm having is the volume for songs that aren't replaced being pretty quiet

dull girder
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probably weirdness with Title_Env_Dark being sfx.
and with the quietness issue, try making a config.yaml in the main P3R folder of the mod with category_ids: [0, 13]

tidal gull
dull girder
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about to test if that causes issues with things like the audio ducking for rank-up events, I ran into that one when replacing the audio for Joy with the original P3 version, it needs id 21 in there to duck out properly

dull girder
tidal gull
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if you dont feel like waiting you can add the config.yaml with:

volume: 0.15
category_ids: [0, 13]
tame sorrel
dull girder
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been messing with this for a couple of days on my own working on restoring as much of the original P3 OST as I can, solving issues as I find them by myself instead of doing the smart thing and joining here to ask questions XD

tame sorrel
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I've done a similar thing but it's more of a mishmash of different Persona 3/4/5 songs I like, much of it replacing the DLC themes

gloomy gate
reef flare
gloomy gate
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Ah, I mostly just added BGME as a dependency just in case

reef flare
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that would do it

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you just used Ryo framework entirely?

gloomy gate
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indeed

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I didn't need to add any new music slots or randomization, so I just didn't

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real convenient that Reload has Battle Advantage and night time overworld music already

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Though I guess I could randomize Your Affection and Heartbeat, Heartbreak 🤔

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@tidal gull welp, I ended up catching an issue, albeit something of a small one

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the Social Link rank up music and the already playing music overlap

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at least if both are replaced, like in the mod I sent

reef flare
tidal gull
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that's weird hmm they should both have the same categories and player not sure how they could overlap

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there's also the thing with dlc bgm not replacing

dull girder
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well
I've finished restoring the original soundtrack I think
I don't have saves all through the game to test every song, but theoretically it's all good.
and technically it's not entirely the original, When the moon's reaching out stars is using the P3D version since it's essentially the original but more

gonna wait to upload it anywhere until the ryo audio framework update mentioned earlier though

north frigate
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Just remember you can't upload it in here / on gamebanana

dull girder
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Yeah, I definitely get why there too

halcyon junco
dull girder
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I mean, I'd rather my DMs not get flooded by that, personally XD
I'll find a place for it when the ryo update is out, though

halcyon junco
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Thanks

dull girder
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ran into the same issue myself

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err
ok it's not working anymore
hm.

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I could swear I'd figured that out.

tidal gull
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did you set it to just the file itself or the folder naotothink

dull girder
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Originally, just the file itself, but changed to an 'event' folder to catch any song that might transition into a rank up.
About to retest with no folder-wide config.yamls

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works fine with no folder-wide config.yamls
...I wonder

dull girder
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ok, not that one.
time to slowly readd the yamls until it breaks again

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ok, well
I found it
I don't understand it, but I found it
strangeness with my field music folder config.yaml.

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whatever TownMap_Carrier is, it apparently messes with the social link rank up event even when no song from that folder is... even playing?

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ah well, it's good now

last dawn
# tidal gull https://gamebanana.com/tuts/17170

The guide doesn't help or solve any problems, I'm not trying to replace just a BGM as well. The tutorial tells you what to do but not why or how you are doing it, for example creating a yaml file. It tells you to do that, but how do you start doing that is it with Phos music manager or should I have another program? Going to continue some attempts today, but this sort of feels like you needed prior ATLUS file knowledge that isn't in the guide.

tranquil violet
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quite literally nowhere on that tutorial does it say to make a yaml

last dawn
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A different one.

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That's about non BGM sound replacement.

tranquil violet
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then why reply to a post linking a tutorial that isn't the one you're complaining about

last dawn
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Both are linked somewhere in this thread.diefrost

placid saffron
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anyone has the cueID that plays after you beat the game

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Memories of the School post-game one

north frigate
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You can check it yourself by enabling developer mode with Ryo and getting it to play in-game if you have a completed save. It'll show up in the console as link_##

north frigate
quiet mesa
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rank up music is a sound effect so maybe thats why

tame sorrel
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Every other song replaces just fine

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Could be due to how they're named since they show up as link_Sound[insertnumberhere] instead of link_[insertnumberhere]

last dawn
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Creating a .Yaml file, is that in a guide orrrr? naotroll

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Ryo also doesn't seem to be picking up voice clips in log do I need to make it detect character voices. It's only picking up sound effects and such.

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Is it even possible for it to replace voice clips, on the guide it said voiced events have a cue name as well. So I just assumed.

tranquil violet
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anyone seen this error trying to edit volume with yaml?

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oh my god im an idiot NEVERMIND

remote glen
tame sorrel
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Just setting up the loop values again

remote glen
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Oh wow thanks for the information, you're a lifesaver! Gonna go ahead and fix it as soon as I get back on my computer 🙌🏻

tame sorrel
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You're welcome, it should start from Reach Out To The Truth which is link_1000.hca for example

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There's a gap between Fog and Last Surprise which is meant to be 1005

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So it skips a number there

remote glen
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So Time to Make History is 1001?

tame sorrel
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That's correct

remote glen
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Awesome

tame sorrel
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After Throw Your Mask Away which is link 1010, there's a big jump again

remote glen
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Idec about having P4 and 5 music in P3R tbh. I just wanna use more themes from all the variations of P3 like Portable, Reincarnation, the movies etc

tame sorrel
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Yeah that's fair, I've been doing that too by replacing some with songs from Portable and Q/Q2

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Also replaced some of the P5 music with Strikers

remote glen
#

Oh yeah the Q music is fire

uncut veldt
#

I was going to release a randomized music pack for P3R to add at least some of those songs for battles, but I put off releasing it because swine had expressed interest in coming up with a solution that used the in-game BGM menu

tame sorrel
#

Ooh that sounds like a cool idea if it's possible to add more entries, maybe even a random toggle on there

north frigate
tame sorrel
#

Ah thanks, I gotta correct that too since it shows up as link_Sound_Result_02 for me

north frigate
#

Oh interesting

tame sorrel
#

All of the dlc music shown up as link_Sound and it didn't play, not sure if that was a preset or something so I'm just correcting all of that

uncut veldt
sinful cargo
#

I've just been manually building

#

as far as music randomization goes

#

I basically took a theme file from Persona Randomized Battle Themes and edited it down to the songs I wanted

uncut veldt
#

that solution is working right now but it's unreleased, and well it's not super ideal lol

sinful cargo
#

(and also took the .hca files)

#

only thing about the in game menu, even if DLC tracks can be replaced, is it replaces boss music too

#

which I don't want

#

so

#

I'd rather not have to remember to turn it off before I do a full moon lol

tame sorrel
#

Maybe there's a way to override that somehow, have the boss music take priority or something

sinful cargo
#

maybe

tame sorrel
#

It's really bizarre how the boss music is affected too though, I mean unless I wanted I'll Face Myself or Blooming Villain to play

sinful cargo
#

fwiw, P3R's DLC is bizarre period

tame sorrel
#

True that

sinful cargo
#

like the art book and soundtrack are fucking apps

#

that cant be tabbed out of

#

without pausing

remote glen
#

What they should've done with the DLC is make it like the Atelier games where you can individually choose what themes affect normal battles and boss fights

tame sorrel
#

Even the P5 dlc allowed music to play only in normal battles (the caviat being it was tied to the costumes)

remote glen
#

They probably thought it was an improvement but in reality it's just questionable.

tame sorrel
uncut veldt
ionic hearthBOT
#

right now this is the best solution I've got for random BGM, but because it uses Ryo it is also subject to Ryo's bugs

anyone wanna test this just to make sure nothing breaks horribly?

Jump

[Go to message!](#1089998902616395776 message)

persona_randomized_battle_themes_-p3r_ver_-1_0_0.7z
tame sorrel
#

Was trying to replace the sfx for the evoker but doing so stops the music from playing, also get this message immediately afterwards

#

Also makes the music really quiet afterwards, specifically the vanilla music

lucid thicket
#

the Riff error on phos means I have a bad wav yea?

remote glen
#

So I changed the name to link_1000 for Reach Out to The Truth and I'm still having the same issue. Am I missing something?

remote glen
#

No I just renamed it in the mod I created already. Is that the issue?

tame sorrel
#

I'd convert it with phos just to be sure since the .hca file would need to be created with that in mind

remote glen
#

Ok I'll give that a try

sinful cargo
#

I don't think that'll make a difference

#

but you can try

tame sorrel
#

Make sure to change the Output to link_1000.hca

tame sorrel
sinful cargo
#

the DLC BGM is just kinda fucky to begin with

#

it should work to simply rename it to the link you wanna replace

remote glen
sinful cargo
#

if it worked like other tracks

#

it would

remote glen
#

And it's definitely not the files because they work if I replace other tracks

sinful cargo
#

but presumably since the way it's called is different than other tracks (since it's an in-game menu that configures whether it's on or off and it replaces multiple tracks at once)

#

it clearly isn't that simple

remote glen
#

Yeah just tried the Phos method and it still doesn't work so something is up

tame sorrel
#

Do you have developer mode on for Ryo Framework?

#

Try playing Reach Out For The Truth to see if it plays it on the console window

remote glen
#

I'll try that

tame sorrel
#

You might want to try another mod someone has made that replaces the DLC files to rule that out

remote glen
#

It doesn't show up on the log at all

sinful cargo
#

Again

#

DLC music is weird

#

I’d recommend using BGME Battle Themes instead if you want to do battle music

#

Keep Ryo framework because you’ll need it

#

But

tame sorrel
#

It's still strange though since it worked perfectly for me but yeah that'd be easier

remote glen
#

I haven't tried BGME yet. I'll have to look into getting it set up

north frigate
remote glen
#

Ok I just played it from the menu and it only says 1000

#

Not link_1000

#

Just "1000"

#

Suuuuper strange

sinful cargo
#

ok you can try just making it 1000.hca

#

but I'm not sure if that'll work

remote glen
#

At this point may as well lol

north frigate
remote glen
#

Bruh

#

So renaming it 1000 worked

tame sorrel
#

Lol, so I guess in your case it's just 1000, 1001 etc

remote glen
#

Why is my game different than Zuku's? Lol

uneven pollen
#

i should try that too

tame sorrel
#

Just out of curiosity is your version the steam or Gamepass verison?

remote glen
#

Steam

tame sorrel
#

Yeah that's weird then lol

#

Mine is steam too

north frigate
#

yea im wondering why it even changed the link_xxxx thing in the first place...

remote glen
#

Yea fr

tame sorrel
#

I wonder if "link" is optional

remote glen
#

Well at least now it's solved

north frigate
#

ive seen it change the #s to be without the link_ before but only when using a bgme mod

#

i can test mine without the link_ really quick but i dont expect it to work

remote glen
#

Maybe it's cause I have BGME installed but never used it?

#

I made my replacements require Ryo though

#

Idk

tame sorrel
#

Did you have BGME installed prior to doing all of this?

north frigate
#

you don't have bgme (or anything other than ryo) set as a dependancy right?

#

or any other mods active?

remote glen
#

I had it installed but never did anything with it

tame sorrel
#

That could be why then

remote glen
#

But yea only Ryo set as dependency

#

Could very well be

tame sorrel
#

But then wait, only the DLC themes are 1000, 1001 right? Are the basegame songs named with link in your folder?

remote glen
#

Yep those are link

#

Only the DLC themes are without it

sinful cargo
#

I don't think BGME changes the way the game understands tracks

#

like I don't think it'd change it to just the numbers internally

uneven pollen
#

that fixed my issue as well

#

so weird

remote glen
#

Yea very weird

sinful cargo
#

BGME takes a track at, say, 1000, and makes the game read it as link_1000, at least as I understand it

remote glen
sinful cargo
#

My best guess is, again, the DLC tracks being called differently than normal ones

#

especially since there needs to be some mechanism to prevent them from randomly appearing if you have it off or if you do not own the DLC

#

so I feel something on the backend in that regard may be it

#

after all, the .awb lists the tracks as streaming_sound_XX

#

as opposed to just streaming

north frigate
#

yea it's just really weird that some people's games have the link_ and some don't. it would add some troubleshooting for public mods that replace the dlc if half of the games call "link_10XX" and half just call "10XX"

tidal gull
#

that's on me

#

bgme has to manually play new music, anything with an id > 400 is considered new music

sinful cargo
#

but theyre not using BGME

#

so

#

aka their mod doesn't use it as a dependency

#

(though maybe just having it at all is causing it?)

tidal gull
sinful cargo
#

ahhhhhhhhhhh

tidal gull
#

in other games it was save to assume anything more than the max cue was not music

#

idk why they decided to add music in the 1k 😭

sinful cargo
north frigate
#

oh alr yea it is bgme doing that. turned it on and it dropped the link_

sinful cargo
#

oop

#

stupid question but does BGME work without Ryo? Not that I'm getting rid of Ryo I just am confused slightly lmao

tidal gull
#

since the game has a music player, maybe that's why they have their own cue names MakotoThink

sinful cargo
tidal gull
#

what's the range of dlc bgm ids?

tame sorrel
#

They all go from 1000 I think

sinful cargo
#

aint it like

#

1000 to 1010 or smth like that

#

or like 1020

tame sorrel
#

1000-1037 is the range for it, since the victory themes repeat themselves

#

Although it jumps from 1010 to 1020

uneven pollen
#

Reach out to the truth: 1000
Time to make history 1001
Ill face myself -battle 1002
New world fool 1003
The fog 1004
last surpise 1006
take over 1007
rivers in desert 1008
jaldaboath 1009
throw away your mask 1010

tame sorrel
#

It's all here too

tidal gull
#

if anyone can test specifically on the steam version risepray

tame sorrel
#

Do you want me to test to see if the cues change with BGME installed?

last dawn
tame sorrel
#

I'm not sure if the log allows for voiced lines to appear, but I feel it's definitely possible to replace voice lines provided you know the filename for them, it's the same with sfx

sinful cargo
#

I assume

last dawn
#

Knowing the filename is hard if you don't see in logs, no? Unless it's logged on Amcitia, I'll check there but I feel voiced lines should be made to appear the same as everything else.

tame sorrel
#

Yeah I agree, I think the log doesn't show the voice lines for a reason as it shows everything else

#

Only BGM is logged on Amcitia at the moment, I tried the same when I was looking for specific sfx

tidal gull
#

and also hopefully hooks the origin bgm function fixing some other random bugs people have had

north frigate
#

i wanna assume event dialogue all start from Cue1 and just have different Player IDs but i havent checked that hard

#

(from this very brief glance) generic interjections seem like they're all on player ID 4, and events with full dialogue are on their own player IDs, with cue IDs starting at 1 and going up as the event goes on

tame sorrel
#

Nuice, I didn't realize it was named that way, that'll be good to know

worn canopy
#

Ok so I'm having a weird issue
when I boot into the game on a save that's inside the dorm at the evening I get a music volume bug that makes replaced tracks way louder and vanilla ones way quieter than normal
but if I boot into the game during the afternoon in school everything's fine

#

this is sth I can 100% reproduce each time

last dawn
# tidal gull are these not the voice lines?

Are those really the voiced lines? Message is the sound effect for the boxes appearing I think and cue just seems like nothing from my experience. Since the same message can be Cue1 or Cue2 it just counts upwards no matter what even if it plays the same voiced lines...? I'll go look again, just seemed like repeated occurrences.

last dawn
north frigate
#

the cue name is the CueXXX

#

idk how to specify for files to replace a specific player ID's cues tho

tame sorrel
#

Have you checked any fully voiced lines?

last dawn
tame sorrel
#

Oh wait you have, nvm

tidal gull
#

idk if i'd recommend replacing voice lines until they can be tied to specific ACBs

last dawn
#

Or does player id stuff not care if your folder is named after a different event name.

tidal gull
#

can't reliably tie a name to player since it might be used by someone else on another run

last dawn
#

Would it just be better to edit the raw audio file then, huh?

#

For now.

tame sorrel
#

Funnily enough two school student NPCs had voice clips and their cue IDs are right next to each other

#

And this one is Yukari saying "Hey there"

remote glen
#

Welp ran into another issue. As soon as the DLC music plays, all other non DLC music volume decreases

tame sorrel
#

Ah do you have a config.yaml in your P3R folder?

remote glen
#

For example the Tartarus music is regular volume and then as soon as I get out of battle the music is now much quieter

#

I believe so

#

Let me check

tame sorrel
#

Check if it has the following in

#

volume: 0.15
category_ids: [0, 13]

remote glen
#

category_ids are [0, 3, 13, 18]

#

Would that matter?

#

Or should I delete 3 and 8

tame sorrel
#

Yeah change it to just 0 and 13 just in case

#

Since I had that issue when I added title screen music, it made everything else quieter

tame sorrel
remote glen
#

Also you managed to add music to the title screen?

tame sorrel
#

Glad it worked, and yeah although I had to replace the sfx that was playing in the title screen, so it's a bit buggy

remote glen
#

Ahh gotcha

tame sorrel
remote glen
#

That's really awesome. Only downside is the music seems to cut off by going back out of the options

tame sorrel
#

I fixed that now but it's still buggy, since it's technically sfx, it's messing with the volume of the other sfx

remote glen
#

I think you would have to add a new bgm slot along with a script that makes it play on the menu but I have no idea how to do that or if it's currently possible

#

Also I figured out why it was doing the volume thing

#

I tried to replace the p4 victory theme with another track

#

When it's replaced it does that. Haven't figured out a fix yet

tame sorrel
#

The P4 victory theme is one of the 1000 cues you have so maybe it's not pointing to that

sinful cargo
#

The DLC victory themes also have like

#

Two different cues

remote glen
#

I fully uninstalled BGME to make sure there's no more incompatibilities

#

Wait

#

Maybe that's it

#

The 2nd cue

sinful cargo
#

That depend on whether it’s the regular DLC or the EX DLC

remote glen
#

Yeah I just did 1005

#

So I need 1027 too?

sinful cargo
#

Maybe

#

Idk

#

I haven’t messed with victory themes

remote glen
#

Only reason I did is cause it's awkward having P4's victory theme playing after a P3 track

tame sorrel
#

If so, then 1005 should be fine

remote glen
#

Yeah problem is it screws the volume and sometimes disables the Tartarus theme after battles

#

It's really wonky. But disabling the mod that changes the victory theme fixes everything

#

Yea adding the 1027 replacement did nothing

placid saffron
#

i converted the songs, and when i play it just plays some garble static

#

did i do something wrong

north frigate
#

in Phos make sure you set your encoder to HCA (Persona 3 Reload)

silk gyro
#

So, is there a fix for Going Down Now and Mass Desctruction? I tried to replace it by encoding it at HCA method and Ryo framework but it seems it's just a weird sounds playing. Any fix guys?

#

Can't seem to fix it

river valve
# silk gyro So, is there a fix for Going Down Now and Mass Desctruction? I tried to replace ...

I'd use Phos Music Manager. It made replacing music easier. Make sure for the audio file you use, that the sample rate is 44100, is 16-bit PCM, and is Stereo. And when you select the encoder, pick "HCA (Persona 3 Reload)". This tutorial helps
https://gamebanana.com/tuts/17170

GameBanana

Don't use this for evil, kids, you'll only get withheld.... A Persona 3 Reload (P3R) Tutorial in the Other/Misc category, submitted by NineNates

silk gyro
#

And I used Phos, yeah

#

Maybe problem is that I used Mono for the replacement but lemme check again

river valve
#

Mono and 48000 sample rate will cause the static noises

silk gyro
#

Yeah, I used stereo but didn't see it was set on 48000 lol. Lemme try 44100.

#

Hm, I'm rendering it in audacity and swapping it to 16bit-PCM but when I put it back to check it keeps telling me it's 32bit float

river valve
silk gyro
#

Got it, lemme try that

river valve
#

could also set it in the preferences the next times you launch audacity to make it less of a hassle

silk gyro
#

Yeah, it helped. Thanks. Lemme encode it with HCA and try it ingame

river valve
#

one more thing, for the track, leave it at 48000 because if you change it to something else lower/higher, the pitch will change for the music

silk gyro
#

Yeah, I got around it somehow, I set project at 44100, not the track itself

river valve
#

Pretty good

silk gyro
#

Nah, still got those weird noises

#

Even after lowering track to 44100 and 16bit PCM

river valve
silk gyro
#

It picks me where should I even begin with searching for a solution myself, as I'm not that into programming and understanding how this even works but I appreciate that somehow community found a way to replace bgm with own tracks

silk gyro
river valve
silk gyro
#

Yeah, got it working. Thanks for the solution. So yeah, Got three questions here as novice in that kinda thing.

river valve
silk gyro
#
  1. Should I encode all tracks from onward with HCA (Persona 3 Reload) or I should be good with encoding it with base HCA? Cause I got tracks that I encoded with basic HCA and they working perfectly.
#
  1. About loop points and volume for those tracks. I saw previous messages about volume ingame but it still bothers me, how do I increase volume for ingame replaced tracks? And about loop point. As I remember correctly, I modded some tracks in P3Fes through ADX encoding, and there I was using loop points for the tracks not to be played from beginning at start again and again. So I kinda forgot how to even make those Loop points through Audacity. So question is - how to make loop points in Audacity and make them work in game through PhosMusicManager? (As I saw there was an option for choosing start sample point
river valve
silk gyro
#

Ok, got it. Thanks

river valve
# silk gyro 2. About loop points and volume for those tracks. I saw previous messages about ...

At the bottom of the screen in audacity, you can select it to display the timeline in Samples and that's what the loop points are based on.

At the top of the screen, click Transport and then Looping to turn on looping. You gotta manually find loop points and write down the loop in and loop out sample numbers. To get a seamless loop, you have to make sure the loop points are on zero points (like the image below). Find similar wave patterns and use your listening to find a music pattern

For increasing volume, I feel like you can increase the volume in audacity idk if it's reliable.
Sorry if it doesn't make sense

silk gyro
#

Out of curiosty whered you get that theme for audacity lol

river valve
silk gyro
tidal gull
#

that's how loop points work, assuming i understand what you mean

silk gyro
#

Yeah my question was is it gonna work that way

tidal gull
#

the song plays from the beginning, when it hits the end loop point it goes back to the start loop point

silk gyro
#

I thought it will be playing just from sample point, not from beginning

silk gyro
river valve
silk gyro
#

Still didn't quite get how to mark those loop points. Sorry for my bad knowledge. I got those numbers for samples position and I just want to mark that as Loop Point one. I remember that It was render menu maybe where I insert those loop numbers in as loop point one. Or maybe it was different software...

river valve
#

highlight the track and try to set loop to selection and enable looping

#

there should be a thing at the top that you can drag to adjust where the Starting loop will be. You just have to find a location in the music to drag it to. And then the loop end will be at the end of the track. You drag that to before the outro of the song but will flow back to the starting loop that's near the beginning of the song

river valve
silk gyro
#

I'm stupid guys. Sorry. Didn't know that in phos you can actually type whatever digit you want besides of 1,2,3 etc. Lemme explain. Soft I was working with (AtomENCD) back in the day, there was an option to toggle those loop points manually. And I didn't know that it was possible in phos. So in Audacity we have a 9 digit number. So for example, if I wish that my track would start from 000,931,261 samples, than I should write 000,931,261 in Start Sample prompt, correct?

river valve
#

without the zeroes at the beginning, yes

silk gyro
#

Can I use them in prompt too?

river valve
silk gyro
#

Yeah, gonna test it rn, thanks for help

river valve
#

there's not any editing you have to do, just find loop points and write down the sample numbers for them

#

like this

silk gyro
#

Yeah, worked perfectly

#

Thanks a lot! Gonna play with sound levels a bit

river valve
hexed cipher
#

Anyone got a short guide for adding randomized music for P3R? Tried following the P5R guide and got confused

hexed cipher
#

That I'm aware, should have specified that myb

sinful cargo
#

first of all

#

#1089998902616395776

hexed cipher
#

tyty

hot plover
#

If I make a mod that has changes to the script, can I pack a Ryo mod with it

#

or do they have to be separate mods

hot plover
#

It works 👍

placid saffron
#

Link_98 is not an unused theme because it plays AFTER you beat the game

hot plover
#

Since Ryo logs CueIDs, is it feasible to replace voice lines with Ryo as well?

#

Or not recommended?

hot plover
#

I'm trying to replace one of Nyx's lines (Player ID is 71)

#

and not exactly sure how the syntax for the yaml for that would work

tidal gull
#

you but it's not recommended since cue names are reused between characters, though maybe nyx would be an exception?

#

i don't think player ids are super reliable, honestly would probably not recommend voice replacing yet.

#

i should probably add -1 player id as an option to use the cue's current player

hot plover
#

using the normal method then

hexed cipher
#

Where should config.yaml be for configuring volume? I tried putting it in MOD_FOLDER\Ryo\P3R with one line:

volume: 0.30

When trying it in-game, the change is not recognized and is still seen as Volume: 0.15

tidal gull
#

it should be getting picked up there MakotoThink

#

to be safe, do you have file extensions enabled in windows?

hexed cipher
#

I do

#

it's also seen as a YAML file type on explorer

#

The console says [15:40:23] [Ryo (P3R)] [DBG] Modified volume. Player ID: 0 || Category ID: 0 || Volume: 0,15

tidal gull
#

with debug logging, it should've appeared when it starts adding files from the folder

hexed cipher
#

nope, it did not print out

#

what debug level should it be?

tidal gull
#

debug

#

hoping it's not some kind of encoding thing since I see a , instead of .

hexed cipher
#

How it looks for me in file explorer for reference

#

going to test your config file now

tidal gull
#

that's weird, and i just tested adding it to battle themes generated folder and it worked fine for me

#

new build in 4 mins that'll have better log messages

hexed cipher
#

🫡

north frigate
hexed cipher
#

@tidal gull for reference, when could the config.yaml print to the console?

tidal gull
#

very early on

#

right before it starts listing the cues assigned

hexed cipher
#

Does not show up for me

#

what the path for config.yaml, just to double check?

tidal gull
#

the folder

#

any folder under Ryo/P3R can have a config.yaml

tranquil violet
#

yeah

#

sonic has it in just P3R

#

no subfolder

#

which afaik you need a subfolder right

tidal gull
#

no even that folder is fine, they're all loaded the same way

tranquil violet
#

huh

#

weeeeeird

hexed cipher
#

I just got an update for BGME Batthe Themes and Framework API

tidal gull
#

forgot to send new build, it'll hopefully have a better log if it's failing to parse the file

tidal gull
hexed cipher
tidal gull
#

no, should've logged if it failed to parse the file somehow

#

the only other thing it could possibly be is if the file exists check is failing for some reason, like permissions or something hmm

hexed cipher
#

Could it be affected by some ModConfig.json?

#

Guessing it's just a misprint on the zip

tidal gull
#

yeah that doesn't matter

hexed cipher
#

🤔 🤔

tidal gull
#

it'll log whenever it's loading a user config, if you don't see that message then it legitimately can't see the file

#

probably cause of permissions or something

hexed cipher
#

okii, checking in 5

tranquil violet
#

turns out sonic's reloaded-ii folder is in sys32 somehow trol

#

(joke)

hexed cipher
#

Am I doing something wrong?

#

since the log isn't changing?

#

like where I put the update or config.yaml's location

tidal gull
#

you only have one folder of ryo in the reloaded mods folder right?

hexed cipher
#

I figured it out

#

or, more like the log helped here lol

#

it's supposed to be in MOD_FOLDER/BGME/P3R

#

now the config popped up in the console

tidal gull
#

ahhhhhhhh im so dumb lmao

#

i even knew it was for battle themes naotocry

hexed cipher
#

it works, gave a jumpscare but it worked 👍🏿

#

thanks for all the help ^^

tidal gull
#

@last dawn @quiet mesa cues are now associated with an ACB. for voice lines you'll have to create a config.yaml in the folder with the voice files then add the following:

acb_name: ACB_NAME_HERE

# May or may not require others.
category_ids: [2, 15]

With dev mode enabled it'll show the ACB name to use with the cue that played.

lethal patrol
#

Hell yeah. I’ll get to trying it out this weekend.

tranquil violet
#

im braindead, is this better voice line functionality in ryo?

tidal gull
#

yeah, in the case of duplicate cue names for different characters

hot plover
#

What about sound effects?

#

since its acbs I assume i can do those as well as long as I have the names for the files

tidal gull
#

yeah though you'd probably need to use different categories

#

all of them are on the mod page

hot plover
tidal gull
#

probably

hot plover
#

alright, thanks!

tidal gull
#

lmk if you get any issues with bgm clashing with it; rn i think they're all playing using that player naotothink

hot plover
#

Apparently the change I'm trying to make is to the system acb

#

testing it out now

#

wait, Ryo doesn't show the player ID anymore in the console

#

doesn't seem to be working for stream

#

Here's what I did for the yaml

cue_name: Fld_Encount
category_ids: [3,18]```
#

the file name is the same as what the cue name is displayed on the reloaded console

#

i tried changing it to link_37 (37 is the id in the acb) and didn't work either

tidal gull
#

if you have dev mode it'll log the the acb name it's associated with

#

it's probably just system, no file extension in p3r's case

hot plover
hot plover
#

I'll try again tomorrow it's like 2am 🛌

#

Thanks for your help!!

hot plover
#

alright, tried again

#

garbled audio, triple checked if i'd gotten the keycode wrong or something but no

hot plover
#

48936317374667840 for the system acb

tidal gull
#

ryo doesn't actually process the audio outside of just loading it into memory

#

ryo expects audio to use the base key for encryption, not acb specific keys

hot plover
#

Ahhh

#

so should i just have used Phos

tidal gull
#

yeh, specifically the version on the music modding guide

hot plover
#

gotcha, let me try once more

hot plover
#

the sound I'm replacing is the leadup to the battle, however it seems to be repeating the sound that plays before it

#

though Ryo definitely changed the sound no doubt

tidal gull
#

did you remember to untick the loop button in Phos? if it's still happening despite that send me the mod to test

hot plover
#

Not at home rn but will send here when back

tidal gull
#

Added movie support with randomization: https://github.com/T-PoseRatkechi/Ryo/releases/tag/1.3.1
Replace/add new files for movies either by:

  • Adding a .usm to MOD_FOLDER/Ryo/P3R with the same name as the game file (ex: MS_Event_Main_100_010_M_Movi.usm)
  • Creating a folder with the same name as as the game file (ex: MS_Event_Main_100_010_M_Movi.usm but as a folder ✨ ). Any files added to that folder will be assigned to the file.

If a movie has more than 1 file assigned to it it'll randomly pick one. IRyoApi also has a AddMoviePath for conditionally adding new files/folders.
@quiet mesa

meager sentinel
tidal gull
#

category_ids: [0, 13, 21]

meager sentinel
#

I have no clue how to set those

tidal gull
#

create a text file named: FILE_NAME.yaml in the same folder as your song file, replacing FILE_NAME with the name of your file. Then just edit in a text editor like Notepad.

#

Make sure you enable file extensions in windows (search it up on youtube if you haven't)

sinful cargo
# tidal gull i think those songs need the rank up modulator category

Not that it’s important for me at this point but does the same need to be done for the final Tartarus block theme? I had the same issue of it continuing through the rank up music.

Also, do categories have something to do with why BGME Battle Themes keep getting ignored with Monad mini bosses?

tidal gull
sinful cargo
#

It’s cue ID 81 I believe

tidal gull
#

there's like 10 songs I think, honestly sure if it'd break anything to just have it on all of them as default (besides the rank up bgm itself)

#

that cue doesn't seem to have it

#

85 does though

sinful cargo
#

Which is 85?

tidal gull
sinful cargo
#

Oh

tidal gull
sinful cargo
#

Yeah that’d explain why the music didn’t mute right with those rank ups

sinful cargo
#

Since I’ve been doing the thing to replace Tartarus with themselves

tidal gull
#

81 is the third song

sinful cargo
#

Wait what

#

Oh

tidal gull
#

isn't it?

#

cue 74 does have the rank up category

#

love how they're all in order except for 3 lmao

sinful cargo
#

What about 75?

#

I know there’s two different cues so

#

Maybe one of them just. Doesn’t have the category

tidal gull
#

just 74

sinful cargo
#

Maybe 74 goes unused?

#

Or at least

#

75 is what’s called at points where there’s a rank up

#

Actually Yknow what it might be

#

Cause im pretty sure that this is the song that plays at the great clock

#

So. Maybe that’s what the two IDs are for?

#

But then in normal gameplay presumably the rank up music would work normally

tidal gull
#

so cue 74 plays it with rank up category

sinful cargo
#

Is there something about Ryo that ignores categories?

tidal gull
#

cue 75 plays with just the regular bgm ones

sinful cargo
#

So cue 74 is meant to dim at rank up?

tidal gull
#

yep (ig, haven't played the game so...)

sinful cargo
#

Ryo doesnt delete categories by default does it

tidal gull
#

the new audio has no categories to delete

sinful cargo
#

Ah

#

So categories need to be manually added

tidal gull
#

that data is in the acb, but new audio doesn't have that data anywhere. i have to manually set it before playing, just by default I add bgm ones since that's what most people use it for

#

yeh

sinful cargo
#

That’d explain it

#

Yeah cue 74 needs a rank up category

#

Hey, stupid question, but would it be against the rules of GB to release a sound pack that’s just “hey here’s the Tartarus block theme files to workaround the Ryo glitch”

tidal gull
#

i don't think so? i mean like 95% of mods are just sharing game assets so it'd be weird for that specifically to be an issue naotothink

sinful cargo
#

Also I haven’t updated Ryo to the movie update but I’m assuming that this issue isn’t addressed: any reason why BGME battle themes isn’t working with monad battles? It just plays default music instead

tidal gull
#

monad?

#

by default normal battles are just battles without any custom music set (bgm id in battle data is 0)

#

though i did notice quite a few battles are explicitly set to mass destruction for w/e reason

uncut veldt
#

just make sure you obsolete the mod once the issue is fixed proper

#

although I will say, I tried the exact same fix and people complained about it being too loud... but in my limited testing it was fine

#

so there's a possibility that their volume might be getting spiked at random?

sinful cargo
#

I haven’t been getting that issue at all

#

Something that has happened to me is, very rarely, when entering battles with ambush, the music becomes silent. It’s set to just be It’s going down now, and nothing else goes silent or anything; once the battle ends it goes back to normal. This has happened all of 2, maybe 3 times and only when I’ve been doing super crazy Tartarus sessions where I get a bajillion ambushes in a row

uncut veldt
#

although im guessing it's also a fair assumption that you've already done that or other troubleshooting :p

sinful cargo
#

Like it’ll be silent that one fight, then victory music kicks in like normal, Tartarus works, and next battle is totally fine

#

So idk if that’d fix the issue

uncut veldt
#

yeah I'm just wondering if it's just played that song so few times that the error shows up rarely. I don't think it could hurt to try rebuilding, it doesn't take that much time anyways

sinful cargo
#

When it fixes itself after a single fight and it’s also so rare to begin with

#

Eh fair

uncut veldt
#

it's like, maybe a few more seconds at the next startup :p

sinful cargo
#

Side note brawler do you happen to have the pymusiclooper working?

#

Idk anyone who does but I thought you might fsr

uncut veldt
#

nah, I've always looped songs manually 😆

sinful cargo
#

I did that once to loop a mashup I made to put in a smash bros mod

uncut veldt
#

i might take a look later though I've got a python environment on my computer and I'm assuming it needs that

sinful cargo
#

It was hellish

sinful cargo
uncut veldt
#

unfortunately for songs that don't loop cleanly, it's kinda useless bc you need to do some audio editing stuff in audacity to make it work out

north frigate
#

I think the latest update broke config files

#

Cuz I now get an error saying missinc cue or acb name

#

It goes away when I delete config.yaml

#

Did not have this issue before the update

meager sentinel
#

I intend on replacing all of them

tidal gull
#

only 1 file

#

create a folder for those files, move them inside, and instead make a config.yaml

tidal gull
#

assuming they work at all right now

north frigate
#

idk if I'm doing something wrong with my files or what

tidal gull
#

no probably not, can you post your config

north frigate
#

it was working before the update

tidal gull
#

i see the issue, update in a few mins

north frigate
#

in case you didn't already know that

tidal gull
north frigate
#

can't test rn cuz I'm playing ffxiv with friends but I'll let you know if it's fixed

tranquil violet
#

based choice of game

north frigate
#

Ok it works now

#

Also what do I do to convert videos to usm files?

#

I wanna put the Yakuza 0 JP opening for personal use

tidal gull
#

i've actually no clue how to make them tbh naostare

meager sentinel
north frigate
#

Got it

#

I found an alternative by using someone's upload on the Yakuza 0 Nexus mods page cuz Yakuza 0 uses usm files as well

#

But that's good to know for intros of other games if I wanna put em

sinful cargo
#

FYI it's been figured out how to replace specific voice lines..... kind of

#

the folder structure is figured out, but if lines arent replaced and others are, it wont work

#

Update! They work now!

tranquil violet
#

will likely update it with pymusicloopergui once i get it working :,)

sinful cargo
#

Niceeee

hexed cipher
#

there's a gui for pymusiclooper?

sinful cargo
hexed cipher
#

ahh

placid shuttle
#

Hi! I apologise if this is a bother, haha. I was wondering how to use Phos Music Manager to encrypt voice lines? I'm pretty sure I know how to use it in Ryo, but as for the actual encrypting... I can't figure out how to do so. I assumed Phos was only for music. Am I mistaken? Again, my sincerest apologies if this is a bother, I'm just new to the modding scene and would love to learn. :)

tidal gull
#

it was meant for music originally but it's essentially a gui for vgaudio; i'll probably be renaming it whenever i get around to updating it lol

sinful cargo
#

There’s a download from Mudkip in the FeMC server

#

That’s what you should use to convert edited voice line WAVs to HCA

tidal gull
#

can't wait for Monke3, apparently it's gonna be VR

sinful cargo
#

in this context

grand warren
#

Has the Tartarus music disappearing been fixed yet?

tranquil violet
#

there's a workaround on gb

sinful cargo
grand warren
uncut veldt
#

think this is worth pinning until the bug is fixed

uncut veldt
#

idk if anyone has brought this up but with the judgement arcana rank ups, since those all take place within tartarus, it seems the tartarus music isnt stopped for those rankups

sinful cargo
tidal gull
sinful cargo
#

Thank you

#

I’ll edit the files tomorrow (idk which adamah cue is which, one of them is used for the great clock)

tidal gull
#

create a yaml file with the same file name as the audio file FILE_NAME.yaml, ex: link_26.yaml. then just edit in notepad and add the line.

#

may or may not be easier to move all the social link affected audio files to a folder, then create a single config.yaml in that folder to apply the setting to all the files in it

glad mica
#

Oh wait that was just notepad?

#

Lmao

sinful cargo
uncut veldt
uncut veldt
sinful cargo
#

The files themselves are no different than any other sound file, they just happen to be for practicality and nothing else

uncut veldt
#

typically even sound mods should be packaged as mods to make them easy to install, unless there's a specific reason not to

sinful cargo
#

Fwiw this assumes you have a Ryo install already

uncut veldt
#

it certainly wouldn't be incorrect if you're worried about that. it's already in the right category

sinful cargo
#

Like the sounds are specifically for if you have a sound mod already made/in-use

#

And need to fix Tartarus music going quiet

glad mica
#

I'm not in the know

#

how does this glitch happen, exactly?

sinful cargo
#

Plus iirc the zip file is literally a Ryo/P3R setup anyway

sinful cargo
#

Given how battle music works differently than say, typical BGM cause of needing to check for advantage state and all

#

I think there’s a more detailed explanation as to why it might happen but

#

This glitch happens regardless of if it is simple Ryo replacement or using BGME battle themes

glad mica
#

hmmmmm so it happens basically for any bgm replacement involving battlle themes

sinful cargo
#

Yeah

#

And nothing else

uncut veldt
#

my thoughts on it are:

  • anyone using ryo for battle music will benefit from this, whether they're using an existing music pack or their own custom pack
  • having it as a separate dedicated mod isn't an issue, for end users it means they can easily install this mod to fix any issues with Ryo music packs
  • your mod title and description explicitly and clearly states Ryo framework, and you can add a dependency if you're worried
  • having R2 1-click install just makes life easier for everyone
glad mica
#

I haven't tested the one I did so dunno

#

thanks

#

just blasted it from mod menu lmfao

sinful cargo
uncut veldt
#

it's up to you but I don't think it would be hard to make it a dedicated mod with 1-click support and I don't really see any major downsides to it

#

I would literally just update the mod to package it as a proper mod and change nothing else

#

there's no need to recategorize it

sinful cargo
#

Can sound mods even be done to do that?

#

Like on GameBanana

#

Cause again it’s in Sounds and not Mods

uncut veldt
#

yes; see battle music randomizer for example (but also most other sound mods)

sinful cargo
#

Oh you’re right lol

uncut veldt
sinful cargo
#

^

uncut veldt
#

ideally there would be a permanent fix though :p

sinful cargo
#

The only thing is that very rarely ambush music will go silent for a battle

glad mica
#

I'll install that then

sinful cargo
#

But then it literally comes back like normal

glad mica
#

I didn't replace ambush so it should be fine for me

sinful cargo
#

Idk if that effects it

#

Cause I didn’t either

uncut veldt
sinful cargo
uncut veldt
#

(speaking of battle music randomizer, I've had many requests for new songs... 💀)

#

sure thing, it won't be hard at all though

glad mica
#

I had trouble using phos

uncut veldt
#

I could probably just link you the "publish your mod" guide and you'd be able to figure it out on your own haha

sinful cargo
glad mica
#

uhhh I put in loop points manually using audacity and such

#

I'm confident the loop points are correct

sinful cargo
#

What do the loop points look like format wise

#

Like gimme an example

glad mica
#

but when I build and make it play in game, it loops too early

uncut veldt
#

it's set to start/end not start/length right?

sinful cargo
#

Cause idk how audacity shows them

uncut veldt
#

I fuck this one up all the time and I've done music a lot so figured it's worth an ask

glad mica
#

it's set to seconds but you can switch it to uh

#

what's it called

uncut veldt
#

samples?

sinful cargo
#

Sample points?

glad mica
#

yes

sinful cargo
#

Cause phos uses sample points

#

So

glad mica
#

yeah well

#

I have experience doing music mods but on P3P and such, but I use a different software for that