#Ryo (P3R BGM/Audio Framework)
1 messages · Page 2 of 1
off bed now
perfeccttt
perfect guide! all i need to figure out is the looping and then i shall release this mod.
no more static noises! we're so back
so trying to replace DLC music just doesn't seem to work yet
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
like ?
checked if it was the hca, but renaming it to replace mass destruction worked just fine
bro what is it with tartarus music and battle music
@ebon cave try replacing the tartarus block music with itself
like any music or specifically just the original game's HCA?
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
that was done
replacing the tartarus block music seems to be fine
not using the original hca's tho i haven't been able to extract them yet
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:
- Create another folder in
Ryo/P3Rand move all your files into it. Doesn't matter what you name it. - In that folder, create the text file
config.yamlwith the following setting:
volume: 1.0
- This will apply to every file in
Ryo/P3R/NEW_FOLDER.
[Go to message!](#1205843052317638686 message)
Thanks, I was constantly changing volume in audacity before that lmao
So basically it'd be something like
modfolder\Ryo\P3R\music\link_53.hca and modfolder\Ryo\P3R\music\config.yaml?
yeah it seems that specifically within tartarus/battles, there's weird interactions between switching between Ryo music loading and P3R's streaming method of music loading
so having Ryo load tartarus block music is a way to work around it
although I think rena was trying to work on a more permanent solution to that
yea, just saying that for now that replacing tartarus block music with itself in Ryo fixes it
Does Ryo also allow one to have a random playlist of songs as replacement, like BGME?
No, not that I’m aware of. But BGME and Ryo don’t conflict with one another so long as they’re not playing over the same songs
ok
Think of it like this: Ryo is, essentially, the P3R equivalent of the AWB emulator used in past games
I assume one can just follow the P5R guide and just adjust everything for P3R for BGME?
Pretty much
Make sure you grab the PhosMusicManager stuff
It’s somewhere in here
It’s a project preset and audio track listings for P3R
So you can directly replace tracks without having to figure out what cueID it is
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
Thank you for the tip. It's fine since I only really want battle OST atm
how does one make a song loop in phos?
Click on the song, you should see a checkbox that says loop
And you’ll see start sample and end sample
That is what tells it where the loop begins and ends
Those numbers will depend on the track
i'd suggest using pymusiclooper and the pymusiclooper -i export-points --path {songname}.wav command
I’ve never used PyLooper so idk how reliable it is in helping loop tracks that don’t have natural loop points
the command finds 25 possible loop points and you can preview them
Oh neat
when you're done previewing them it spits out the loop start and end samples in the console
Cool beans
ill try that cause idk what to put for the sample points
Thank you, that was easier than i thought
may i also recommend a --to-file txt at the end of that
i just like it exporting to a file as well as to console but that's just me
Do i have the right idea for making the battle theme randomise to any song in the folder? Think I'm missing something
Learn how to show and hide file extensions in Windows 10 with this simple step-by-step tutorial video.
right now the file is actually MyBattleTheme.theme.pme.txt so it's not being loaded
Ah okay fixed but it still doesn't work
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
Does your mod have a Mod Dependency on BGME Battle Themes; it won't see your mod if it doesn't?
Yep
btw for battle themes you can use regular file names. battle themes will handle assigning IDs for them in every game.
Word
They're named like that because i moved em right from the download folder to there
is BGME Framework enabled in your mods list?
battle themes and reactive no longer auto enable it since P3R has it's own version
Yep, unless you mean smth different
okay so here, is this all your music script file has? if so then it's not valid, random_song expects either a min ID and max ID or a list of file names
in battle themes though, you'll need to use a list of files names
Okay right
So it needs to specify every song to randomise between?
const pq2_bgm = [pq2_InvitationToFreedom, pq2_PulltheTrigger, pq2_RememberWeGotYourBack, pq2_WaitandSee]
const BATTLE_THEME = random_song(pq2_bgm) // Persona Q2
yeah
it's funny that you use this example bc I ditched it a while ago in random battle themes haha
so for reload itd be like p3r_bgm = [wipingallout] ? for example
add it back 
but you can toggle between each song individually, that's better 😭
if you want, it's just a variable name so it can be whatever you want
But it does need to be the file name so hypothetically for what it is rn i could do bgm = 4000?
yep
Word lemme try 
Also what's the different between top and bottom here? Aren't both battle theme
first line: you are setting up an array/list with your desired battle themes
second line: you are calling that array/list
I think technically you could do something like
const BATTLE_THEME = random_song([pq2_InvitationToFreedom, pq2_PulltheTrigger, pq2_RememberWeGotYourBack, pq2_WaitandSee]) // Persona Q2
and have it all in one line
but the other approach is a bit easier to read imo
it's also the only type that works i think, pretty sure my parser doesn't handle expressions as function arguments
it's actually a feature to enforce readable code 
same as the feature to make the scene with P4's true culprit more light hearted? 
Do i have the right idea here? not sure what function some of the pq2s serve so i just switched them for p3r
should be fine
to answer your questions:
- anything after // is commented out. I did this to mark things down because I had more than one game I was adding themes for.
- the
pq2_prefix served a similar purpose, just naming stuff for clarity
you have flexibility with the variable names (within reason)
where is pymusiclooper used? command terminal? elsehwere?
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
or w/e it was
when trying to run pylooper in powershell though, he got an error saying he needed to run a command to make it global
but when he did that
he got the error of
module 'ctypes' has no attribute 'wintypes'
simple solution: don't use powershell 
no but like
what should be used instead
when he tried the command of --help it said it didnt recognize it
(all are the same thing it just has 7 different names
)
ok I'll try this myself and see
wait like
how do you actually tell pylooper to find loop points for something @tranquil violet
friend has a wav
pymusiclooper -i export-points --path "pathtofile" if i'm not mistaken
and to be clear, installing it requires pipx which requires scoop which requires python, correct?
does pipx require scoop?
i only remember installing pipx with pip
but yes pip and pipx require python
pip comes with python
oh
not work how
It just plays the regular battle themes
send a screenshot of your battle themes folder
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
Is it cool to ask for help here or is there a more dedicated channel for such questions?
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?
and the track in question I checked dependency for Ryo
you are using that method; phos just handles naming and structuring the files for you automatically
in the console, do you see a message like Assigned cue after starting the game?
I don't, It should be at the very top right?
Don't see it
is your mod named mod_folder
yeah noticed that, technically your folder name doesn't matter but creating the mod through reloaded typically names your folder have your mod id
if you click on your mod, then open folder, is MOD_FOLDER the folder that opens
yeah
that's your mod's folder
Are you referring to the tartarus track problem?
yeah
yeh
If the P3R project isn't appearing for me in Phos, do i have to do anything to get it to show up?
you downloaded the version from here: https://gamebanana.com/tuts/17170?
same question as before, any Assigned cue near when your mod loaded
Ok, this is weird. I just tested changing a different track, and it worked with no issues.
@tidal gull i can use existing HCA files i have to "replace" the music files already via ryo yeah?
could be the game plays the song with a different cue name. enable Developer Mode in Ryo's reloaded config and then make the song play in-game
it'll tell you what name it uses
if those files were encrypted for the AWB then no
They're encrypted for BGME
Ryo uses the base key for encryption (which is what Phos also uses)
wdym encrypted for bgme?
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
then yeah, i think
thought you meant HCAs the were made for the old method of bgm replacement
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.
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
It works now, thank you. Sometimes the game crash on first startup, but rebooting and no issues so far
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?
[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?
[Go to message!](#1205843052317638686 message)
did you download the phos linked here?
then back to no
you can't use those HCAs if they were encrypted for the AWB method
I did, and its giving me the encryption failed error
encryption error??
Failed to build output for project Persona 3 Reload PC.
System.IO.InvalidDataException: Cannot find key to decrypt HCA file.
in the log file
sorry, poor wording
never seen that, best i can guess is that the updated vgaudio supports deencoding files but i've never used it like that
use the original files or figure out where it wants the key (possibly the phos folder)
i have the ini setup correctly with the key, where do i put the VGaudio file to check?
ini? key???
you shouldn't have to be doing anything in there
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
it was already set up to work with Ryo, you'll only get issues changing anything
oh, discord was just bugging out
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.
Is it safe to turn the db up on some of the music files?
Yes I did
I wanna make a full P3 Movie soundtrack mod so bad lol
Yes you can
you can change the volume of a specific file by creating a FILE_NAME.yaml, replace FILE_NAME with your file's name. Then add the setting: volume: 0.35, 0 to 1.0 is the range
well i thought you were using an HCA file made for the previous method in phos, hence the need to decrypt it first
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
build, get the error, then get the log (log.txt) file from here:
maybe you and honedheart are getting the same error, since their last attempt mentioned using a wav 
moved files?
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
The music that was already in there were replacements for Mass Destruction -Reload-, It's Going Down Now, and Tartarus (thebel)
So ig as a heads up for anyone downloading that file, make sure to remove those before doing anything
Oh yeah, I did notice that with the tutorial install of Phos
I had just removed them before I built anything, so ig I never ran into the issue
yeah generally you'd just get the project preset and create a new project, but phos still needs updating...
oh nice, didn't know you included an icon 
oh right, that may actually be leftover from when they grabbed my older project
I grabbed some stock Reload art 
any luck? if not can you send me the file so i can do some testing?
nah im just using the old version of the audio mod to finish my first playthrough
i can send you the log file/hca files im using
yeah, but you also said you tested a wav and got the same error?
if so send both 
I did yeah. I'll dm you in a bit.
So I created the mod in reloaded and loaded up. The music sounds like a bunch of garbled robot sounds
means it's encrypted with the wrong key
I made sure sample rate was 44100 and bitrate was 16
Dang I think I missed that step
What do you mean by key?
How do I add/edit an yaml file?
actually phos should automatically encrypt with the correct keycode iirc... not actually sure how that happened
oh wait. when you set your encoder what option did you pick
HCA (Persona 3 Reload)
Maybe it was in a wrong load order in reloaded
Gonna try to experiment a bit
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
Yeah I got that file. Not really sure what the deal is. I might just redo the process and try again
Well now it's just playing no battle music at all and keeps playing the Tartarus theme
I am stumped lol
is your audio file that you want to use Stereo? it'll work if it's that
Ahh thx I'll try that
WOOO it works!! Thx a bunch 🎉
hi
i want ask some question
why when I add new music and it works, but I get a music bug When after the battle, the victory music goes mute
sorry my eng bad
The tartarus dungeon music needs to be replaced in Ryo to fix this issue.
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.
not the tartarus but the victory after battle music
are you replacing the victory music as well?
its work but got muted after playing 0.5 sec
no im use bgme
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```
changing victory music with BGM isn't fully working right now
there's weird things with it
Make your you have file extensions enabled in windows (search on youtube for how to enable.)
Right-click in a folder, create a text file, replace name including .txt.
So do I put
volume: 0.35
when it's in notepad, then change said txt file to yaml? Then where do i put the yaml file?
put it in the same folder as your file
with the same name too
where am I supposed to look for this? I don't get it 
Click on the mod in Reloaded then press Configure Mod
Where then do I find the cue names? are they supposed to pop up in-game
enable show console in reloaded's settings
the cue names will appear as they play, bgm starts with link_##
if you're doing BGM replacement though, download phos music manager from here: https://gamebanana.com/tuts/17170
all the songs are set up for easy replacement
ye it's awesome
just wanna replace some stuff idk the names of
seems like vgaudio doesn't like 24bit wav
it was complaining about that and want me to downcovert it to 16bit
You can change that In Audacity to 16-bit PCM
gotcha
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?
Any idea why DLC music no longer works for me? I used to use this mod https://gamebanana.com/sounds/72455 but since it is now obsolete I uninstalled it. However the music still won't play when I swap to the tracks and continues playing the tartarus music instead
I even tried replacing Reach Out to the Truth with another track for example and it still doesn't play anything
Same issue with me, just the tartarus theme is that plays
yeah some people have mentioned this issue, not sure what's causing it rn
you gotta replace the tartarus block music
All of them?
i think so yeah
thats what i did and still got the problem
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
this is the mod file:
https://github.com/AnikoCh/P3R-Metal-BGM/tree/main
So is "Title_Env_Dark" the title theme? Any way to have music play on it?
just replace it like normal, all new audio is played as bgm
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
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.
Yeah, I noticed that the music just cuts when going to config as well
Currently the issue I'm having is the volume for songs that aren't replaced being pretty quiet
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]
this is actually fixed just haven't updated it
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
ah, good to know
if you dont feel like waiting you can add the config.yaml with:
volume: 0.15
category_ids: [0, 13]
Oh nice, I'll give that a try, it's not a major issue since I didn't alter any of the music volume, it's only the vanilla music being quiet
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
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
@tidal gull idk if this'll help with hashing out issues with Ryo/BGME, but I put out a mod that swaps out most of the soundtrack just now: https://gamebanana.com/sounds/72617
Dumb question, where is the BGME script in downloaded mod? Wanted to see an example of a completed one but don't see a .pme anywhere
Ah, I mostly just added BGME as a dependency just in case
indeed
I didn't need to add any new music slots or randomization, so I just didn't
real convenient that Reload has Battle Advantage and night time overworld music already
Though I guess I could randomize Your Affection and Heartbeat, Heartbreak 🤔
@tidal gull welp, I ended up catching an issue, albeit something of a small one
the Social Link rank up music and the already playing music overlap
at least if both are replaced, like in the mod I sent
Ah I see, so rather than needing to define any logic you just swapped 1 for 1
that's weird
they should both have the same categories and player not sure how they could overlap
there's also the thing with dlc bgm not replacing
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
Just remember you can't upload it in here / on gamebanana
Yeah, I definitely get why there too
Would people be able to ask about it on your DM?
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
Thanks
music playing before the social link rank up music needs category ID 21 in its ids to be properly ducked out
ran into the same issue myself
err
ok it's not working anymore
hm.
I could swear I'd figured that out.
did you set it to just the file itself or the folder 
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
works fine with no folder-wide config.yamls
...I wonder
maybe caused by this placeholder fix, which I am using at the moment?
About to test
ok, not that one.
time to slowly readd the yamls until it breaks again
ok, well
I found it
I don't understand it, but I found it
strangeness with my field music folder config.yaml.
whatever TownMap_Carrier is, it apparently messes with the social link rank up event even when no song from that folder is... even playing?
ah well, it's good now
so, yes, this still stands
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.
quite literally nowhere on that tutorial does it say to make a yaml
then why reply to a post linking a tutorial that isn't the one you're complaining about
Both are linked somewhere in this thread.
anyone has the cueID that plays after you beat the game
Memories of the School post-game one
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_##
I did notice that when using these category ids I had music overlap with the social link rank up screen
on pc now so i can easily post (emperor rank 4)
rank up music is a sound effect so maybe thats why
Can confirm this is happening to me as well although for me the DLC music remains the same, despite using Phos to replace them
Every other song replaces just fine
Could be due to how they're named since they show up as link_Sound[insertnumberhere] instead of link_[insertnumberhere]
Creating a .Yaml file, is that in a guide orrrr? 
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.
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.
anyone seen this error trying to edit volume with yaml?
oh my god im an idiot NEVERMIND
Yeah I noticed that as well. I'm not really sure what to do to get it working yet. Might just wait until more info is found out about it. I even tried validating the files in Steam and the DLC music still doesn't play so it's as if the DLC is permanently jacked up unless a fix is discovered
I managed to fix it by playing each DLC song and finding out the actual link file name, turns out it's link_1000 onwards
Just setting up the loop values again
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 🙌🏻
You're welcome, it should start from Reach Out To The Truth which is link_1000.hca for example
There's a gap between Fog and Last Surprise which is meant to be 1005
So it skips a number there
So Time to Make History is 1001?
That's correct
Awesome
After Throw Your Mask Away which is link 1010, there's a big jump again
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
Yeah that's fair, I've been doing that too by replacing some with songs from Portable and Q/Q2
Also replaced some of the P5 music with Strikers
Oh yeah the Q music is fire
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
Ooh that sounds like a cool idea if it's possible to add more entries, maybe even a random toggle on there
That gap is for the victory music. 1005 is p4's victory theme, 1011 is p5's
All documented here https://amicitia.miraheze.org/wiki/Persona_3_Reload/BGM
Ah thanks, I gotta correct that too since it shows up as link_Sound_Result_02 for me
Oh interesting
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
that's what we were talking about, yeah. right now the only solution that is working uses the R2 config menu to set songs
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
that solution is working right now but it's unreleased, and well it's not super ideal lol
(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
Maybe there's a way to override that somehow, have the boss music take priority or something
maybe
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
fwiw, P3R's DLC is bizarre period
True that
like the art book and soundtrack are fucking apps
that cant be tabbed out of
without pausing
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
Even the P5 dlc allowed music to play only in normal battles (the caviat being it was tied to the costumes)
They probably thought it was an improvement but in reality it's just questionable.
Replacing the sfx sure went well (spoilers for those who haven't reached this far I guess)
it is really bad
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
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
the Riff error on phos means I have a bad wav yea?
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?
Did you change it in Phos?
No I just renamed it in the mod I created already. Is that the issue?
I'd convert it with phos just to be sure since the .hca file would need to be created with that in mind
Ok I'll give that a try
Make sure to change the Output to link_1000.hca
Can't hurt to try, but if it doesn't work then there's something else going on
the DLC BGM is just kinda fucky to begin with
it should work to simply rename it to the link you wanna replace
Yeah that works for all the non DLC replacements I tried so I assumed it would for this too
And it's definitely not the files because they work if I replace other tracks
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
Yeah just tried the Phos method and it still doesn't work so something is up
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
I'll try that
You might want to try another mod someone has made that replaces the DLC files to rule that out
It doesn't show up on the log at all
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
It's still strange though since it worked perfectly for me but yeah that'd be easier
I haven't tried BGME yet. I'll have to look into getting it set up
yea thats weird. do you have any other files that might conflict with it maybe? it should show up when you either enter a battle or play the song from the dlc bgm menu
Ok I just played it from the menu and it only says 1000
Not link_1000
Just "1000"
Suuuuper strange
At this point may as well lol
oh thats weird yeah
Yeah and it doesn't play anything. It just continues with the Tartarus theme
Bruh
So renaming it 1000 worked
Lol, so I guess in your case it's just 1000, 1001 etc
Why is my game different than Zuku's? Lol
i should try that too
Just out of curiosity is your version the steam or Gamepass verison?
Steam
yea im wondering why it even changed the link_xxxx thing in the first place...
Yea fr
I wonder if "link" is optional
Well at least now it's solved
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
Maybe it's cause I have BGME installed but never used it?
I made my replacements require Ryo though
Idk
Did you have BGME installed prior to doing all of this?
you don't have bgme (or anything other than ryo) set as a dependancy right?
or any other mods active?
I had it installed but never did anything with it
That could be why then
But then wait, only the DLC themes are 1000, 1001 right? Are the basegame songs named with link in your folder?
I just think it's DLC tracks being stupid
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
Yea very weird
BGME takes a track at, say, 1000, and makes the game read it as link_1000, at least as I understand it
Yeah that's what I don't get either
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
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"
that's on me
bgme has to manually play new music, anything with an id > 400 is considered new music

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?)
they do though ^
ahhhhhhhhhhh
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 😭
again, since it's DLC, I'm assuming that's meant to keep it out of reach of anything that could possibly call it without intending to
oh alr yea it is bgme doing that. turned it on and it dropped the link_
oop
stupid question but does BGME work without Ryo? Not that I'm getting rid of Ryo I just am confused slightly lmao
well in p5r they couldn't even be called, it'd just replace existing music of the outfit ACB/AWB were loaded
since the game has a music player, maybe that's why they have their own cue names 
no I know, I just meant the devs put it at a high number because it's DLC
what's the range of dlc bgm ids?
They all go from 1000 I think
1000-1037 is the range for it, since the victory themes repeat themselves
Although it jumps from 1010 to 1020
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
Do you want me to test to see if the cues change with BGME installed?
Asked in GB, does Ryo Audio support replacing voice lines in the description on GB it says their are cue names for voiced events do they appear on log? It didn't look like it to me, but I did see some things in log that looked like audio files for the event but they were posted late not in the beginning.
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
this is specifically the P3R version yes? Cause if not then other BGME mods with tracks in 1000-1037 would break
I assume
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.
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
are these not the voice lines?
@tame sorrel yeah, it should fix it redirecting anything with the id 1000 to 1100
and also hopefully hooks the origin bgm function fixing some other random bugs people have had
yea it does show voices
i wanna assume event dialogue all start from Cue1 and just have different Player IDs but i havent checked that hard
seems like it actually yea
(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
Nuice, I didn't realize it was named that way, that'll be good to know
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
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.
Wait o so are the cue name player_id?
the cue name is the CueXXX
idk how to specify for files to replace a specific player ID's cues tho
Have you checked any fully voiced lines?
Think it just depends on how you named the folder, as long as they don't have the same player ID and you use different folders so none of them overlap? But does this apply to voiced events too?
Oh wait you have, nvm
there isn't a way right now, and if what max said is true, multiple voice files use the same name
idk if i'd recommend replacing voice lines until they can be tied to specific ACBs
O wait ur right, can that not be solved by having specified folders in your mod folder?
Or does player id stuff not care if your folder is named after a different event name.
for voice lines the game creates new players left and right
can't reliably tie a name to player since it might be used by someone else on another run
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"
Welp ran into another issue. As soon as the DLC music plays, all other non DLC music volume decreases
Ah do you have a config.yaml in your P3R folder?
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
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
You can give it a try, for example with the rank 9-10 for the student council, these were the cue IDs, it seems like they start with 1 and go up, the scene changed to the roof and the player ID changed, resetting the cue IDs to 1 again
That worked. Thanks!
Also you managed to add music to the title screen?
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
Ahh gotcha
Just an example
That's really awesome. Only downside is the music seems to cut off by going back out of the options
I fixed that now but it's still buggy, since it's technically sfx, it's messing with the volume of the other sfx
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
The P4 victory theme is one of the 1000 cues you have so maybe it's not pointing to that
I fully uninstalled BGME to make sure there's no more incompatibilities
Wait
Maybe that's it
The 2nd cue
That depend on whether it’s the regular DLC or the EX DLC
Only reason I did is cause it's awkward having P4's victory theme playing after a P3 track
Is it for Reach Out For The Truth?
If so, then 1005 should be fine
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
i converted the songs, and when i play it just plays some garble static
did i do something wrong
in Phos make sure you set your encoder to HCA (Persona 3 Reload)
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
did you use Phos?
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
Yeah, I've followed tutorial and replaced several tracks in game but it's seems to be only issue with those two tracks
And I used Phos, yeah
Maybe problem is that I used Mono for the replacement but lemme check again
Mono and 48000 sample rate will cause the static noises
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
right click the track and go to format, it should be keeping the change
Got it, lemme try that
could also set it in the preferences the next times you launch audacity to make it less of a hassle
Yeah, it helped. Thanks. Lemme encode it with HCA and try it ingame
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
Yeah, I got around it somehow, I set project at 44100, not the track itself
Pretty good
if you have this ini file, select the HCA (Persona 3 Reload) encoder, it's at the bottom of the dropdown
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
Oh, so I gotta choose HCA (Persona 3 Reload) encoder, hm, lemme try that one
it's okay, it happens. I had to trial and error to find out things
Yeah, got it working. Thanks for the solution. So yeah, Got three questions here as novice in that kinda thing.

- 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.
- 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
HCA (Persona 3 Reload) for P3R music replacement
Ok, got it. Thanks
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
Out of curiosty whered you get that theme for audacity lol
in the interface section in the preferences
Should it loop in game when I'm gonna set it to preferable loop point in phos? Sorry if I got my question wrong but I want track to start playing from loop point I set after track is done playing. To start it with intro and then it should be played from loop point 1
that's how loop points work, assuming i understand what you mean
Yeah my question was is it gonna work that way
the song plays from the beginning, when it hits the end loop point it goes back to the start loop point
Oh, okay. Gonna test that. Thanks
I thought it will be playing just from sample point, not from beginning
About sound level tbh its peaking in audacity but in game it plays beneath the sfx
at the top right, you can set the playback volume at around 70-80% so it doesn't blast your eardrums when listening to it in audacity. But to change the volume of the track, it's on the left side where the plus and minus are. You can increase that by a few decibels, for me I did +2 or +3
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...
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
For example, the loop points in the track look like this
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?
without the zeroes at the beginning, yes
So it would be just 931,261 - right? But what for those numbers? Do they count too?
Can I use them in prompt too?
It'd be 931261. The samples for the loop point samples in audacity count for the samples in Phos. just make sure you're using the same file that you used in audacity when you were finding the loop points
Yeah, gonna test it rn, thanks for help
there's not any editing you have to do, just find loop points and write down the sample numbers for them
like this
Anyone got a short guide for adding randomized music for P3R? Tried following the P5R guide and got confused
that uses BGME
That I'm aware, should have specified that myb
tyty
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
something like this i mean
It works 👍
Link_98 is not an unused theme because it plays AFTER you beat the game
Like this for example
Since Ryo logs CueIDs, is it feasible to replace voice lines with Ryo as well?
Or not recommended?
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
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
i see
using the normal method then
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
it should be getting picked up there 
to be safe, do you have file extensions enabled in windows?
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
in the console window, did you see your config get printed out?
with debug logging, it should've appeared when it starts adding files from the folder
How it looks for me in file explorer for reference
going to test your config file now
Log from the latest session with your config.yaml. No output was printed and volume was not adjusted
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
🫡
oh that explains why mod loader enabled added the blur texture
@tidal gull for reference, when could the config.yaml print to the console?
yeah
sonic has it in just P3R
no subfolder
which afaik you need a subfolder right
no even that folder is fine, they're all loaded the same way
I just got an update for BGME Batthe Themes and Framework API
forgot to send new build, it'll hopefully have a better log if it's failing to parse the file
just updating everything to the current P3R versions, technically only BGME P3R/Ryo actually updates from the P3R page lol
tyty
Should I do anything else after updating? The log didn't really seem to change in terms of output
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 
Could it be affected by some ModConfig.json?
Guessing it's just a misprint on the zip
yeah that doesn't matter
🤔 🤔
check here in 4 mins (in case i forget to respond again): https://github.com/T-PoseRatkechi/Ryo/releases
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
okii, checking in 5
My log after installing the new update
Am I doing something wrong?
since the log isn't changing?
like where I put the update or config.yaml's location
you only have one folder of ryo in the reloaded mods folder right?
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
@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.
🙏 this will be so useful
@lethal patrol
Hell yeah. I’ll get to trying it out this weekend.
Peaked
im braindead, is this better voice line functionality in ryo?
yeah, in the case of duplicate cue names for different characters
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
yeah though you'd probably need to use different categories
all of them are on the mod page
since its SE, would the category id for those be [1,14] ?
probably
alright, thanks!
lmk if you get any issues with bgm clashing with it; rn i think they're all playing using that player 
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
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
Oh right it's uassets for P3R
Ye that's where I got the Fld_Encount from
I'll try again tomorrow it's like 2am 🛌
Thanks for your help!!
alright, tried again
garbled audio, triple checked if i'd gotten the keycode wrong or something but no
what key did you use 
48936317374667840 for the system acb
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
yeh, specifically the version on the music modding guide
gotcha, let me try once more
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
did you remember to untick the loop button in Phos? if it's still happening despite that send me the mod to test
Did
Not at home rn but will send here when back
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
.usmtoMOD_FOLDER/Ryo/P3Rwith 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.usmbut 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
music that replaces "Joy" don't stop when the Arcana cutscene plays
i think those songs need the rank up modulator category
category_ids: [0, 13, 21]
I have no clue how to set those
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)
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?
don't know what cue ids = what song off hand, but i'd assume any song where a rank up might happen needs it (so probably yes to your question)
It’s cue ID 81 I believe
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
Which is 85?
Oh
the final tartarus song should be tartarus_0d06 i think
Yeah that’d explain why the music didn’t mute right with those rank ups
Nah I know, that’s why I knew the ID was 81
Since I’ve been doing the thing to replace Tartarus with themselves
81 is the third song
isn't it?
cue 74 does have the rank up category
love how they're all in order except for 3 lmao
What about 75?
I know there’s two different cues so
Maybe one of them just. Doesn’t have the category
just 74
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
so cue 74 plays it with rank up category
Is there something about Ryo that ignores categories?
cue 75 plays with just the regular bgm ones
So cue 74 is meant to dim at rank up?
yep (ig, haven't played the game so...)
Judgement
Ryo doesnt delete categories by default does it
the new audio has no categories to delete
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
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”
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 
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
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
it shouldn't be, I'd probably just call it like Tartarus Theme Fix for Ryo Audio Framework or something
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?
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
with Battle Themes or no? if it's with Battle Themes I'd probably say to delete the P3R_PC folder in battle themes and rebuild
although im guessing it's also a fair assumption that you've already done that or other troubleshooting :p
With battle themes. I could rebuild. But again it’s only an issue for one battle
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
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
When it fixes itself after a single fight and it’s also so rare to begin with
Eh fair
it's like, maybe a few more seconds at the next startup :p
Side note brawler do you happen to have the pymusiclooper working?
Idk anyone who does but I thought you might fsr
nah, I've always looped songs manually 😆
I did that once to loop a mashup I made to put in a smash bros mod
i might take a look later though I've got a python environment on my computer and I'm assuming it needs that
It was hellish
It does. I couldn’t get it working but maybe you’ll have better luck
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
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
how many of these files are needed for every song?
I intend on replacing all of them
only 1 file
create a folder for those files, move them inside, and instead make a config.yaml
🫠
assuming they work at all right now
no probably not, can you post your config
literally just volume: 0.20
it was working before the update
i see the issue, update in a few mins
this also happens with bgme btw
in case you didn't already know that
try out the new update: https://gamebanana.com/mods/495507
can't test rn cuz I'm playing ffxiv with friends but I'll let you know if it's fixed
based choice of game
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
render the video in the AVI format and use Scaleform Video Encoder
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
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!
added looping https://gamebanana.com/tuts/17170
will likely update it with pymusicloopergui once i get it working :,)
Niceeee
there's a gui for pymusiclooper?
In the works
ahh
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. :)
brawler let you know but yeah the issue sounds like it was missing encryption. the build in the guide has the update vgaudio and encoder settings needed for p3r
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
Use Monke2
There’s a download from Mudkip in the FeMC server
That’s what you should use to convert edited voice line WAVs to HCA
can't wait for Monke3, apparently it's gonna be VR
cant tell if this is a joke or if VR stands for something other than Virtual Reality
in this context
Has the Tartarus music disappearing been fixed yet?
there's a workaround on gb
Thank youuuuu
think this is worth pinning until the bug is fixed
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
Yeah, I experienced this, iirc Rena or someone else mentioned the Tartarus tracks may need a tag to designate it as potential social link music? I’m not sure what the tag is though or how to find it
@uncut veldt category_ids: [0, 13, 21] category 21 iirc
Thank you
I’ll edit the files tomorrow (idk which adamah cue is which, one of them is used for the great clock)
how do I use that
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
Again I’ll update this tomorrow
ty haha. can you have them in a folder within the Ryo folder or something? i only have the tartarus songs rn but i feel like that could be good to know
surprised you didnt package it as a general mod
I mean at the end of the day it is just sound files, even if they’re simply the ones from the game, so I thought packaging as a general mod would be more complicated and potentially an incorrect categorization
The files themselves are no different than any other sound file, they just happen to be for practicality and nothing else
typically even sound mods should be packaged as mods to make them easy to install, unless there's a specific reason not to
Fwiw this assumes you have a Ryo install already
it certainly wouldn't be incorrect if you're worried about that. it's already in the right category
Like the sounds are specifically for if you have a sound mod already made/in-use
And need to fix Tartarus music going quiet
Plus iirc the zip file is literally a Ryo/P3R setup anyway
The theory is it has to do with the game switching between audio loading methods
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
hmmmmm so it happens basically for any bgm replacement involving battlle themes
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
Hm, that’s true, though at this point idk how I’d re categorize it
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
Can sound mods even be done to do that?
Like on GameBanana
Cause again it’s in Sounds and not Mods
yes; see battle music randomizer for example (but also most other sound mods)
Oh you’re right lol
fortunately, even if there's no current fix for the glitch that's permanent, the workaround makes it basically perfect anyways
^
ideally there would be a permanent fix though :p
The only thing is that very rarely ambush music will go silent for a battle
I'll install that then
But then it literally comes back like normal
I didn't replace ambush so it should be fine for me
yeah. I was also hoping it would be packaged as a mod so I could just link to it on my mod page
Yeah, I’d be down. Would you be willing to help me set this up tomorrow?
(speaking of battle music randomizer, I've had many requests for new songs... 💀)
sure thing, it won't be hard at all though
I had trouble using phos
I could probably just link you the "publish your mod" guide and you'd be able to figure it out on your own haha
What specifically? I feel like super confident in using it so
uhhh I put in loop points manually using audacity and such
I'm confident the loop points are correct
but when I build and make it play in game, it loops too early
it's set to start/end not start/length right?
Cause idk how audacity shows them
I fuck this one up all the time and I've done music a lot so figured it's worth an ask
samples?
Sample points?
yes


