#Ryo (P3R BGM/Audio Framework)

1 messages · Page 3 of 1

glad mica
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not phos

uncut veldt
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phos is pretty similar to atomencd if that's what you've used before

glad mica
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nah I didn't use that

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it was some other different software that can create adx files

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and even play them with loop points being testable

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so I don't even need mod menu to test

uncut veldt
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that's pretty cool actually

sinful cargo
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Well obviously P3R uses hca

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First of all

uncut veldt
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but uhhh with atom and phos you typically just put in the start and end samples and that's that

sinful cargo
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^

uncut veldt
sinful cargo
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True

glad mica
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yeah same process as in P3P and FES

sinful cargo
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I actually realized that at least for most VGM, Smashcustommusic has sample points

uncut veldt
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I always preview the songs using foobar so that I don't waste time booting the game only for the loop to be fucked

sinful cargo
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I can’t claim that they’re 1000% perfect but

glad mica
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problem is it didn't loop at where I want even though I put in the right samples

sinful cargo
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Friend tried it with a Sonic frontiers song and it was a good loop

uncut veldt
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hmm I wonder if there's sample rate fuckery going on (just a guess)

glad mica
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creator of ryo told me something about the sample rate, yeah

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but uhhhh

sinful cargo
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I haven’t had to fuck around with sample rate but then again I’m getting my WAVs in a specific way

uncut veldt
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either that or your second loop point is wrong bc your audacity is set to start/length or something, but only you would be able to figure that out

glad mica
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I kinda just added some random number to see if I can loop it correctly that way

sinful cargo
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Manual looping is CBT

uncut veldt
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skill issue

sinful cargo
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No

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I’ve done it before

glad mica
glad mica
sinful cargo
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It was just very unfun

sinful cargo
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But iirc you ideally want 16 bit

uncut veldt
# glad mica

pretty sure I have that song in randomized battle themes (was thinking of the similarly named P5R mod), you could just take it if you want lol

sinful cargo
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Idk if that’d mess it up, but

glad mica
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do you have mass destruction live band, by any chance

uncut veldt
glad mica
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I just want to replace those two songs

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and I'll add another song for Liz

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lmfaoooo

uncut veldt
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I think it should be in there?

glad mica
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lemme look at that later

uncut veldt
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if not, I can get it tomorrow

glad mica
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I'm gonna head out in a few

uncut veldt
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I know I have the song looped, I just don't know if it's in that pack :')

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or if it's only in the P3P/4/5 packs

sinful cargo
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At some point I might compile all the songs I’ve made for my friend and publish it

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It’s a Sonic music pack

glad mica
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imagine if I post vids of that song blasting and I get fucked by copyright

sinful cargo
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It’s just been songs they wanna use but like

uncut veldt
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lmao

sinful cargo
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Wrapped in Black over Master of Tartarus goes fucking bananas

glad mica
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I wanna post fighting the final boss solo and uhhh, I really love that song in the movie

uncut veldt
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looks like mass destruction live band isn't in my P3R pack, I'll convert it later and send it over

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or you can steal it from randomized battle themes for P3P/P4G/P5R and convert it for P3R

glad mica
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pretty sure no one made live band from randomised themes

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I'm the only dumbass that uses those

uncut veldt
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it did go into my pack here lol

glad mica
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sheeesh

uncut veldt
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but it needs to be converted for P3R (or you can uhhhhh hypothetically enable this for use with P3R)

glad mica
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so basically I make it into wav

uncut veldt
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but why would you do that 🤔🤔🤔

glad mica
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Nah I want ambush and ambushed themes atm

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I'll think about making my own set of randomized later

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reload is still pretty fresh for me

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when the answer drops, I'll be there no matter what

uncut veldt
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once I finish the game I'll probably put a bit more attention into modding it... right now I just wanna finish the game and finish some other projects 😭

sinful cargo
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Updated to be a separate R2 mod + fixed Judgement SL issues!

quiet mesa
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does this py music looper look correct lmao

sinful cargo
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I managed to get it working so

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(Though it took a bit of finagling to actually fucking install it)

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At least for me the thing that’s supposed to beautify it isn’t working but it is still perfectly functional

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I just copy pasted the command on the music modding guild and put in the file path for the wav

quiet mesa
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it was installed incorrectly because of a corrupted cached dependency

tidal gull
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@quiet mesa what version of python did you get it working on?

quiet mesa
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3.10

tidal gull
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could not for the life of me get it to run on 3.12

quiet mesa
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it doesnt run on 3.12

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its >=3.8 and <3.12

tidal gull
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saw that but there's a closed issue saying it does support it, somehow

quiet mesa
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well that issue is lying True

tidal gull
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maybe it's a "in theory" and you have to manually adjust dependencies 😔

sinful cargo
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I used 3.11

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I grabbed the last release before 3.12

tidal gull
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# Add metadata tags of the best discovered loop points to a copy of the input audio file
# (or all audio files in a directory, if a directory path is used instead)
pymusiclooper -i tag --path "TRACK_NAME.mp3" --tag-names LOOP_START LOOP_END


# Export the loop points (in samples) of all tracks in a particular directory to a loops.txt file
# (compatible with https://github.com/libertyernie/LoopingAudioConverter/)
# Note: each line in loop.txt follows the following format: {loop-start} {loop-end} {filename}
pymusiclooper -i export-points --path "/path/to/dir/" --export-to txt

naotothink i wonder if i can wire this up with phos and just let it be possible to point to a folder and generate looped and encoded files in a few clicks

tidal gull
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looped the entire jjk s2 ost and the hardest part was just picking loops from a list

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i need this in phos naostare

uncut veldt
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borrow the source code, duh

glad mica
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that sounds goated

sinful cargo
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Fwiw

tidal gull
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i mean, i guess technically you still need to input a command line naotothink

sinful cargo
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So the idea is if there was a .zip you could just download with it inside

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It’d be a hell of a lot easier

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Ninenates is the one working on it

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So you can ask them for details but

tidal gull
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i actually want to make a .net version but it seems like such an undertaking

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then i really could just plug it into phos

hot plover
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Does Ryo override music changes made through BGME Framework?

tidal gull
hot plover
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I was moreso thinking BGME Reactive

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for the boss fights

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i made a track change in Ryo for Unavoidable Battle and then made a file for Elizabeth through BGME

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But the Elizabeth change didn't occur

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it just played the Ryo replacement

tidal gull
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the only "conflicts" possible would be replacing the same cue id (or bgm id i prefer to call it)

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decent chance the elizabeth fight is set to the wrong battle maybe

hot plover
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hmm

tidal gull
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updated vgaudio, includes p3r project, p3r and p5r encoders, fixes search not working when a song was missing a category

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and song names match what'd you use in music scripts

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preferably should be a new install

tranquil trail
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@tidal gull I think the latest Ryo update broke it my game is just crashing after the main menu after updating shared scans and Ryo

Also me disabling all music mods including BGME Framework which allowed the game to run

tidal gull
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that's fun

tidal gull
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my local version of ryo, shared scans, and movies should be the same as release 🤔

tranquil trail
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is the latest 1.0.1

tidal gull
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yeah

tranquil trail
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then yes i am

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Ryo 1.3.5
Shared Scans 1.1.0
VP9 1.0.1
BGME 1.0.3

tidal gull
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ah, shoot i think bgme needed an update too

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let me fix that

tranquil trail
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at first i thought i broke it trying to use custom main menu music

tidal gull
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or maybe not hmm i don't see any breaking changes with release 1.0.3

tranquil trail
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is there anyway i can find the older versions of them to see if it works

tidal gull
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on github but i just downloaded the gb version of bgme and got the crash

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not really sure what i changed, probably some type definitions ig. new update should fix it in ~5 mins

tranquil trail
tidal gull
tranquil trail
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works!

sinful cargo
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The GB version is what got fixed? Is it still 1.3.5 or

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Haven’t downloaded yet I just wanna make sure lol

tranquil trail
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BGME Framework got fixed not Ryo

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It should now be 1.0.4

sinful cargo
tidal gull
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i'd do it myself but im allergic to tartarus bgm naosit

sinful cargo
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I can test in a little bit, downloading the new FeMC release femmcparty

slate crown
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how i can use ryo

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which version should i use

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nothing works for me

tidal gull
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ryo will ignore it otherwise

slate crown
slate crown
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thank you it worked

tidal gull
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merge with your (or any existing) ryo folder

tidal gull
gloomy gate
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is there a way to do randomized Main Menu music with your mod for that?

tidal gull
gloomy gate
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👀

uncut veldt
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seems the glitch with loud tartarus music (when replacing it using ryo) still exists, it specifically happened when i frontally attacked a strong shadow
but my log didn't catch anything with it (forgot to change log levels back to debug when i was unfucking my configs) and it seems exceedingly rare anyways so.... probably gonna be hard to reproduce and find the source 😔

north frigate
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please stop breaking my mods guys

uncut veldt
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I wasn't making a new mod I promise 😭

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I was using the Tartarus fix workaround mod lol, but also that mod has been chill this whole time besides that one battle

sinful cargo
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So this may be a variant of that

tranquil trail
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@tidal gull Level UP BGM is broken now, causing my game to crash when using it with the newest BGME Framework update

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Seems like the same thing is happening for Main Menu Music too

tidal gull
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i'll fix it later today

tidal gull
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anyone else found the default volume for new audio to be low?

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i set it to be close to the game's based on my test music and ears hmm

sinful cargo
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Idk if the new update did anything but there was like a couple files I had to make it a little louder (like .25 as opposed to .15)

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It obviously depends on what audio you’re trying to convert

tidal gull
past egret
sterile gyro
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how does this work for title screen music replacement?

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this is my first tiem using this

burnt onyx
sterile gyro
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Ok

glad mica
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hi, I can't seem to find where the guide that allows for adding new songs and letting it play on specific fights on this one

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I don't think it's on the replacements guide either

grand warren
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is there more details about sound effect replacements?

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cause the stuff on the mod page doesnt seem enough where do i even find the sound files

lethal patrol
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For events it should be labeled SE_Event_etc

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I assume most of them are labeled starting with SE, but I haven’t looked into it personally.

grand warren
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yeah but how do i access them

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idk in which folder it is and stuff

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cause i need to find the exact filename no?

lethal patrol
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You can search using fmodel

glad mica
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Oh I'm stupid

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Lmao

tidal gull
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More or less the same as replacement, just a different place to put files: MOD_FOLDER/BGME/P3R/2000.hca

glad mica
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And I assume I need to write code again like last time

tidal gull
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naw, BGME Reactive is a mod that automatically handles that for you

glad mica
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Oh fr???

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Zamn

tidal gull
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you just have to add the music file for the fight, as shown in the post

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for example, adding 2000.hca will have chidori's fight play it

glad mica
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So it's based on the name of the file

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Yooooo

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That's way easier

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I'll just replace the Liz fight let's gooooo

grand warren
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warning really loud

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config.yaml

tidal gull
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i think

grand warren
tidal gull
tidal gull
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the output path is relative to the output folder

grand warren
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there now another weird glitch

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for some reason when other characters outside of makoto and yukari use the evoker, the sound increases

tidal gull
heavy wyvern
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the dlc music naming is different from the default songs

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nvm found it

heavy wyvern
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how do i loop both the default bgms and the dlc ones tho?

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id is not continuous

glad mica
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I named the file 2001.hca

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and it doesn't seem to work

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Wait a min it worked but it does something weird

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Hol' up lemme show

uncut veldt
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if I had to guess, that first bit is an event that calls Unavoidable Battle

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but I don't think Ryo/BGME have event support haha

glad mica
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Fuck.

uncut veldt
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this is beyond me rn bc I haven't looked into P3R events but you could maybe look into if there's a way to edit the event to remove that music call?

tidal gull
cinder blade
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how would i go about finding cueIDs for sfx?

tidal gull
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Dev Mode will log any audio that plays in real-time to the console.

cinder blade
tidal gull
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You can check by right clicking your mod and selecting Edit Mod

tidal gull
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Oh, since this is for SFX you also need to set the ACB name manually through an audio config, like config.yaml.

cinder blade
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it

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it's gotta be acb and not hca?

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or am i not thionking of the same thing

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(i get stuff like this confused all the time)

tidal gull
cinder blade
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ohh okok

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got it

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and i also saw smth regarding a base key

tidal gull
tidal gull
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yeh

cinder blade
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sweet

cinder blade
tidal gull
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The ACB stuff, you need to create a text file named config.yaml in the same folder as your files.
Then edit it to have:
acb_name: ACB-NAME-HERE

tidal gull
cinder blade
tidal gull
# cinder blade i used vgaudio

the base key is: 11918920, though to double check did you get a version of vgaudio that's on github or one that was updated for p3r?

cinder blade
tidal gull
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nah, you only the acb name stuff, it'll use the file name for cue name. that's just a way to overwrite it if you'd like.

cinder blade
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ah okie

cinder blade
tidal gull
tidal gull
cinder blade
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if there was one that was updated for p3r i havent seen it 😭

tidal gull
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ik someone made an updated cli but idr where it is lol, i only ever use phos

tidal gull
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Then click on the + button to add a new track for your SFX.
Give it a name then for the Output Path put in the path relative to your mod folder of your file.
For example: Ryo/P3R/link_25.hca but your SFX file name.
Then for the encoder, there should be a Persona 3 Reload HCA option.

cinder blade
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sorry for all the dumb questions, i'm new to this 😭 but how would i find the link and number?

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you've been great help btw

tidal gull
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yeah it kind of sucks there's no guide outside of bgm which is just selecting new files in phos rip

tidal gull
cinder blade
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OH

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i misunderstood lmao

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my apologies

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lmao

tidal gull
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lmao no one saw that,

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ah

cinder blade
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what are you talking about 👀

tidal gull
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it was a misclick 😭

cinder blade
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LMAO

tidal gull
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For the second one, I'd only recommend doing that if you don't plan to set any music. If you do that, the music will also end up in your mod.
Ideally, you'd create a new project and add your SFX track(s) to that and set the Output Folder for just that project to your mod.

cinder blade
tidal gull
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Ah, yeah that's where you'd select your source file. Typically it's your WAV file.

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Vgaudio supports converting between some formats, like HCA -> ADX and other stuff too, but it can be a bit picky. Even with WAVs sometimes honestly.

cinder blade
cinder blade
cinder blade
tidal gull
cinder blade
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ohhh

tidal gull
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that's why i prefer using phos so i can don't have to remember them lol

cinder blade
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it's still not working, but i might be forgetting stuff for the .yaml

tidal gull
cinder blade
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yep

tidal gull
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what's in your yaml/send it here?

cinder blade
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i couldnt understand if i needed to add more, which i now know im missing a lot 😭 so im trying to figure that out now

cinder blade
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oh

tidal gull
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the stuff shown in the example are the defaults, it's what'll get used for anything you don't manually set. for sfx, you have to manually set the ACB name since the default is for bgm

cinder blade
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like this

tidal gull
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yehh, probably any ui. there's no limit to ACBs though, so you can get things where each event having their own ACB

cinder blade
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not sure what's going on then

cinder blade
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also deleted "_name" and nothing happened

tidal gull
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and your file is named sys_cursor.hca?

cinder blade
#

yep

tidal gull
# cinder blade yep

can you send a screenshot of the folder paths (explorer's address bar/idk what it's called outside a browser 😔 )

cinder blade
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im sorry for all the trouble 😭

tidal gull
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lol it's fine, everyone starts somewhere

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so MOD_FOLDER is just meant to be a placeholder for your actual mod's folder. it's not a folder you make yourself

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MyCoolSFXMod/Ryo/P3R should be where your files would be

cinder blade
tidal gull
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If you set it up through phos, might want trim MOD_FOLDER from the output path too (there's an edit button in sidebar by scrolling down)

cinder blade
tidal gull
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ah, phos is fine then

cinder blade
tidal gull
cinder blade
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and the original sound plays over the new one

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i should probably like set a start and end thing somehow

tidal gull
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oh right, but there might be more stuff needed in the yaml...

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the looping is probably (partially) caused by phos. when you select a file it auto enables looping, uncheck the loop box and build again

cinder blade
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oh i see it haha

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i'll see if the old sound plays over the new one

tidal gull
#
acb_name: system
categories: [3, 18]
player_id: -1
#

Use this for the yaml, audio has categories that need to be set (i forgor) and the player needs to be set to inherit (-1 does that). probably why it was overlapping.

cinder blade
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new ones wont play anymore

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OH I GOT IT

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i removed the categories and it works perfectly :D

tidal gull
cinder blade
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THANK YOU SO MUCH

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FOR ALL YOUR HELP

tidal gull
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if it works it works ig lol

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np

cinder blade
#

i'll probably mess with that myself hehe

tidal gull
tidal gull
cinder blade
cinder blade
tidal gull
#

or guess too lol

cinder blade
#

Thanks btw ^^ you’ve been such a great help

sterile gyro
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i was looking on the guide and got confused where do hca files go for bgme

tidal gull
sterile gyro
#

thank you

sterile gyro
tidal gull
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actually yeah, i think it checks all folders in bgme so you can put it anywhere tbh

hexed cipher
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This was never fixed to work with the latest version right?

hexed cipher
#

It wouldn't be a big update or?

tidal gull
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naw, it's already finished

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just couldn't post it without updating the other things first (then never posted it)

hexed cipher
#

Oki lul

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Good thing someone remembers it 🤣

hexed cipher
#

Will you post it soon?

tidal gull
hexed cipher
#

🙏🏿 🙏🏿

simple reef
#

Hang on a sec...
is manually triggering cues really the best way to find them femcsigh

tidal gull
simple reef
#

Thank youuuuu

quiet mesa
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ryo seems to be ignoring volume? Tried to turn this config.yaml in folder to 0.1, 0.01, 0.14, and now just 0 and its not lowering volume of my hcas at all, getting ear blasted everytime

tidal gull
uncut veldt
#

I was running into that with P3P yesterday too

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thought I was doing something wrong lmao

tidal gull
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p3p has no volume control iirc

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p3r does

quiet mesa
#

if it also helps, the cue was set to like N/A in log then just gave link id

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music is also down to 25% in settings 💀

tidal gull
#

Cue: CUE_ID / CUE_NAME

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so no cue id which is, odd

quiet mesa
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maybe episode aigis shenanigans

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I will try base game

tidal gull
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let me know how that goes 👍

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ig i'll have to take a look at the acb

quiet mesa
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yeah it works in normal game

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tried 8 battles and volume was proper

uncut veldt
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so really just waiting to see if you can link it to the config volume somehow with that, huh?

placid saffron
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my ears were really blasted from The Answer alone

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The Journey seems fine

tidal gull
#

sorry, my mods only work on peak not mid fuukanaotocooki

uncut veldt
#

then why do they work on p3r 🤔

tidal gull
#

adachi_true i should remove game support for anything but p4g

uncut veldt
#

true...

thin herald
#

im using the latest version of ryo from the github, this seems to only happen with dlc bgm

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it was working fine before the answer so i assume it has something to do with that

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also volume warning wgat

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actually im a bot i didnt rename .txt to .yaml 💀

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but still i didnt need a config before this so thats a little weird (my config is set to the default vol of 0.15 anyway), i did notice that before episode aigis the dlc bgm would play louder on the dlc bgm selection screen than in battle

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if i preview bgm i replaced and then preview something i didnt replace the volume for that vanilla file goes way down

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if logs or my mod is needed please lmk

north frigate
#

Yeah I'm gettin the same issue here from both BGME and Ryo

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Without a config.yaml the vanilla game music is of normal volume but the replaced music is loud as shit (at least the brstms I got from Smash Custom Music and converted to .hca's are loud by default)

placid saffron
#

My ears were really blasted that even the config.yaml file gets ignored as it doesn't check for cues

quiet mesa
#

it works in normal

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just episode aigis is bonked atm

thin herald
#

that's in the journey

quiet mesa
#

oh wack i dont get that

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just in episode aigis

thin herald
#

weird

quiet mesa
#

are you on latest from gh?

thin herald
#

yeah

quiet mesa
tidal gull
thin herald
#

using the latest everything from GitHub so idk

quiet mesa
#

big fan of inconsistent bugs

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very awesome

placid saffron
#

Wait hold on

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Does the config.yaml file HAS to be put in the Ryo\P3R folder or just the mod folder itself

simple reef
#

I have found!
A weird behaviour
When a sound is sometimes loaded it will ignore the specific config set for it?
But after that it will obey it?
In this case the acb config has a volume of 0.5
But lines in cue 16 has 0.2
But I can't trigger it consistently, sometimes it works
Sometimes it doesn't worry

tidal gull
#

i wonder if it similar to p5r where the audio plays too quickly

simple reef
#

Can I use the Bind_Path in a yaml to redirect a cue to just load anotther cue instead?
Instead of adding the same audio file many times

tidal gull
simple reef
simple reef
#

Copy paste it is xD

uncut veldt
#

What do you do for songs that have the same cue ID (as far as I can tell)?
This is the version of I Will Protect You that plays in P3R; the first and third do not loop as the cutscene is cinematic, but because you have a dialogue choice, the second one loops

tidal gull
uncut veldt
#

any way to replace the individual parts?

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or are we stuck with just replacing the whole thing rn?

quiet mesa
#

play them in game and see if theyre actually the same cue True

uncut veldt
#

true....

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have to listen to aigis yap for 5 minutes though 😔

tidal gull
#

I think I saw that a while back

uncut veldt
#

i sure hope so

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but ill test for myself

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220_040_bgm, action_bgm
but nothing for the looping section itself, it seems 🤔

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also, both cues are different anyways lol

tidal gull
#

anyone ever get this (p3r)

uncut veldt
#

no (but ive not used that mod)

simple reef
#

@cyan elk ?

cyan elk
#

? Which scene? I haven't tried

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@simple reef

cyan elk
#

I haven't experienced any issues myself

tidal gull
uncut veldt
#

@tidal gull do you know of existing issues with music becoming very quiet for P3R?
we're trying to make a big music mod but it seems it has volume issues. meovv was testing it and found dlc music was super quiet + all music in general was like 50% quieter than it should've been. I haven't manually set a config with categories or volumes since it was just supposed to be OST replacement...

glad mica
#

Weird, I had the opposite problem

#

It's too loud lmao

uncut veldt
#

😭

#

i cant test dlc music unless it's the p4 preorder one anyways haha

tidal gull
#

dont have dlc so i can't check naotoshrug

uncut veldt
#

what about base game? 🤔
because it sounds like these things rn are largely base game issues

tidal gull
#

idr anyone mentioning anything besides dlc bgm being weird

#

unless it's an issue that popped up with last update

uncut veldt
#

i guess it's possible that the source files are too quiet for P3R. I'm not sure what to say about the dlc music, so leaving that aside I can try looking into that, maybe just using config files to raise the BGM volume. but tbh I haven't reallyyyyy played unmodded P3R in a while so idk what the default volume is like

#

all I really know rn is that P3R is a little quiet for me but idk if that's bc of any mods or if that's stock behavior

simple reef
#

So replace Episode Aigis music with Ryo?
Thats needed test?

#

Or you mean the DLC tracks you can select from the config?

glad mica
#

Latter

#

It's doable but man it's hit or miss on the volume

simple reef
#

Interesting
Exporting a dlc song
And modding it back in definitly made it louder

glad mica
#

Lmao the fuck

simple reef
#

Used Foobar/Yona to convert back and fro
But those should not affect the volume of the file

uncut veldt
#

inch resting

glad mica
#

Meter working

simple reef
#

But also
That's easily fixed by just putting a yaml config in there

glad mica
#

Yeah but that's not automatic

simple reef
glad mica
#

More tedium for that project

#

F

uncut veldt
#

it is admittedly kind of annoying if you have a lot of songs

#

say, if you have a whole P3 OST restoration project

simple reef
#

You can set it for the whole acb too

uncut veldt
#

inch resting

glad mica
uncut veldt
#

do you just have the config like. in the BGM AWB folder

glad mica
#

It's different per song

simple reef
uncut veldt
#

this is why persona BGM modders suffer

glad mica
#

This is why I just do a handful of these and steal other people's work when possible

simple reef
#

Ohhhhhh wait

#

I think I know what's going on

#

Ryo will load a thing
It will set the volume like in my config
But now going back to valina songs
they will all have my 0.2 volume

#

Once a modded song is loaded with a set volume
It will not "go back" to "volume 1" for vanila tracks

#

That's proably why people are saying the music si quiet

uncut veldt
#

inch resting

#

very inch resting

#

it's funny bc my P3R has been quiet for a while now and I think I now understand why, if this is true

simple reef
tidal gull
#

does this only happen with dlc songs?

simple reef
#

Let's find outttt

uncut veldt
#

i am def curious bc the issues that were reported to me are with base game songs

simple reef
#

Happens with field tracks too

#

imma test base game now

tidal gull
#

think i found the cause

#

volume is set on a sound category, and volume gets reset when it plays another sound that has category

#

but it fails to get the category data for the dlc songs

simple reef
#

Riiiiight
I did think it was weird it didn't spit out the catagories in EP aigis

#

But assumed it was just bgm behavior

tidal gull
#

also explains why the dlc has volume issues, ryo can't set a new volume without a category to set it on

simple reef
tidal gull
#

as for a fix though...

simple reef
#

Why does it not get the catagories in the first place

quiet mesa
#

(fixes this issue for me)

tidal gull
quiet mesa
simple reef
tidal gull
#

there's no easy correlation between the game playing link_200 but the actual cue being EA_Sound_00 for example. meaning the only fix is someone going through each song in-game with Ryo and in Foobar (shows actual cue) making a list what each link_x actually plays

#

oh, but there might be if i use the cue ids...

simple reef
#

I think the dlc songs are Link_10XX

#

All of them have fit so far

#

And field songs are link_20XX

tidal gull
#

so say link_1040 will play Sound_40?

simple reef
#

Yes

#

you are correct

#

Link_1040 should be
electronica velvet room theme

#

It was

simple reef
simple reef
#

Nope

#

Still goes quiet

tidal gull
#

what version does ryo say?

simple reef
tidal gull
#

OH!

simple reef
tidal gull
simple reef
#

Nope

tidal gull
simple reef
#

Also bgm still gives no Catagory

#

But there is a cue now

#

Not just N/A

tidal gull
#

💀

#

that means it's working correctly, but why are the categories still missing...

simple reef
tidal gull
#

might've been better to use cue ids 😭 TOO LATE THOUGH

simple reef
tidal gull
simple reef
#

😔

#

Nope

#

No catagory

tidal gull
#

eh

#

huh

#

the cue id used to say N/A, but now it's correct, but for it to be correct there should've been a log message below it

#

actually, all of them should huh

#

are regular songs broken?

simple reef
#

In base game?

tidal gull
#

yeah

simple reef
tidal gull
#

yeah they are, no category info on them now

simple reef
tidal gull
#

whoops 💀

#

got a good feeling about the next one cowboy_naoto

simple reef
tidal gull
simple reef
#

But now
If I remove the yaml

simple reef
#

It's normal volume with no yaml too

#

uwu

#

Actually...

#

where is it getting 0.15 from

tidal gull
#

that's default for ryo audio in p3r

simple reef
#

Ahhhhh

#

Okay

tidal gull
simple reef
#

Great job Ryoooo

tidal gull
#

thanks for all testing chieheart made it 100 times easier for me lol (and i probably wouldn't have fixed it otherwise)

simple reef
#

Anytime

#

@uncut veldt

uncut veldt
#

yayyy

#

@mighty ice rejoice

simple reef
#

Give it a test too

glad mica
#

Goated

thin herald
#

I'm having an issue with replaced bgm cues, any replaced bgm will usually overlap if another cue plays (such as the SL level up music or persona resolution music). I haven't changed anything in my mod and it used to work fine so I think an update caused it? I'm not sure which one though

uncut veldt
#

rena said that replacement should now apply the correct categories to prevent issues like this from coming up... hmmm

thin herald
#

yeahh im not sure whats happening but its probably related to that? im on the latest update and everything

uncut veldt
#

I suppose you could also manually specify the categories if needed

#

you can get the appropriate categories by checking Ryo logging while the stock music is playing

#

there's probably an easier way to get them too but I dunno 🤷

thin herald
#

well the weird thing is the issue persists even after doing that

#

this mysterious feeling's categories are 0, 13, 21. i set the categories to that and it still happens omori_thonk

#

actually no i edited the wrong config clownxd

#

yeah that fixed it

#

okay it appears the issue is... much simpler than i thought

#

my cue yamls have categories 0 and 13 set, deleting that fixes the issue 😅

#

wonder if episode aigis changed some of them or something

tidal gull
#

there are "link" cues that link to the real cue to play. the cues have the category data, but the link cues themselves (which is what ryo gets) don't 😃

#

i manually trim link_ from the cue name and get the cue data with the new name, which only mostly works

sinful cargo
#

@tidal gull FYI it turns out that a handful of instances exist where Ryo’s replacing music when it’s not a battle in Metaphor (at least using P4G Randomized Battle Themes). For example, during Follower events and while eating dinner with your party after returning home from the Tradia Desert. Unsure as to why it’s happening as of now

tidal gull
sinful cargo
sinful cargo
#

Also would you happen to know how one could mix additional battle music tracks with randomized battle themes (so that it’s randomized between every track that’s enabled between RBT and a different music mod)?

tidal gull
#

assuming the other music mod is also using battle themes

sinful cargo
#

Rusty

tidal gull
#

specifically speaking about bgm in normal battles. if you mean other music mods in general, then yeah they work with battle themes

sinful cargo
#

Yeah, I wanna leave boss fights as is since. First time playing and all

#

I just am not really huge on metaphor’s battle theme

tidal gull
#

yeah i enjoyed it for a few hours but it got old, plus im used to more variety because of rbt lol

#

what i really want to do is implement nier automata's music, including the dynamic feature risepray i think it sorta fits in metaphor

sinful cargo
#

So I just make a mod that uses Ryo and Battle Themes as dependencies and it’ll automatically combine with RBT?

#

Wanna make sure I’m clear

tidal gull
#

just battle themes, unless you'll also be replacing regular bgm

sinful cargo
sinful cargo
#

Sorry, again, Rusty

uncut veldt
#

would have made a metaphor rbt but i have not played metaphor adachi_true

tidal gull
#

works anyways 🤫

sinful cargo
#

Someone actually has like. A thing

uncut veldt
#

do you just use persona bgm lol

sinful cargo
#

Yes lol

#

The thing on GameBanana actually contains songs it really probably shouldn’t

tidal gull
#

??

sinful cargo
#

There’s Mass Destruction and stuff

#

Like the OG

uncut veldt
#

zark....

sinful cargo
#

and Persona 4/5 songs that are probably also not allowed

uncut veldt
#

anyways: doesn't have toggles sooooo

sinful cargo
#

I mean yeah

#

I’m just pointing out as a tangent that it probably should get nuked. It’s been there for a month but like

#

¯_(ツ)_/¯

uncut veldt
#

maybe it should

tidal gull
#

basically in the clear

sinful cargo
#

?

tidal gull
#

unless mudkip wants to be a hypocrite naostare

uncut veldt
#

anyways, I can throw together a metaphor rbt project but I need IDs so maybe it would be best for someone else to do it

sinful cargo
#

It’s funny cause nothing’s documented on Amicitia

#

Period

#

For the game

uncut veldt
#

I've been meaning to throw together an SMT rbt project too but like, its the same deal

#

I've not played enough SMT games

tidal gull
#

it only mentions bgme framework

sinful cargo
#

¯_(ツ)_/¯

uncut veldt
#

i would check

#

but

#

hotel wifi

sinful cargo
#

I mean I downloaded it and it doesn’t have a battle themes folder

uncut veldt
#

you cant preview file structure bc its a download on drive

tidal gull
#

well, if it doesn't use battle themes then no, you can't combine additional battle bgm (for normal battles)

sinful cargo
#

I mean yeah I was planning to like

#

Harvest HCAs and make a personal mod that would

uncut veldt
#

does it have like a bgm awb or something?

tidal gull
#

yeah

uncut veldt
#

you can do battle themes by specifying the wave ID

#

it would only work with metaphor but I mean that's fine in this case

sinful cargo
#

I mean again I was just gonna use battle themes

tidal gull
sinful cargo
#

From this mod though yeah I would

tidal gull
#

true

sinful cargo
#

Batch decrypting can be done with Yona right

sinful cargo
#

Oh

#

Uhhhhhhh then how lel

#

Is there anything that can?

tidal gull
#

you'll need vgaudio and vgmstream. this script will decrypt adx to wav then wav to hca

uncut veldt
#

anyone else had an issue like this before?

tidal gull
#

the mod is haunted ||what game?||

uncut veldt
#

p5r

tidal gull
#

probably related to femc

#

its level up replacement causes volume to perma lower

#

i have no idea why death

uncut veldt
#

which femc mod, the old one or the new one?

sinful cargo
tidal gull
sinful cargo
#

Two

#

As far as actual released ones anyway

uncut veldt
#

the original femc project which is just a female version of joker, and a new one that is based on a beta femc design in old p5 dev builds

tidal gull
#

the one by chlor

sinful cargo
#

Uhhhh

#

(Side note I just make a theme PME file that sets the battle theme const to what I want and that’ll tell the game to combine with RBT, right?)

#

(Again, not wanting to mess things up lmao)

tidal gull
#

LMAO

#

i thought for a sec "this person reminds me of sunshine", when did your name change

sinful cargo
#

Today

#

It’s just display name

#

It’s just a funny LMAO

tidal gull
#

yeah just set the constant, though make any other constants you use have kinda unique names

#

they can possibly clash with other battle themes

sinful cargo
#

Right right. Thanks.

sinful cargo
#

Hi

uncut veldt
#

i got confused too bc she literally just messaged me yesterday, so when i saw the different name in my notifs i was like ???

uncut veldt
#

its all good lol

sinful cargo
#

cause I keep getting this (and then it can't find the wavs which don't exist cause the conversion never happens)

#

Even if I edit the bat to point directly to the 3 exes needed, I get errors of stuff being undefined or smth

brisk shell
#

Hiya. I am not sure if this is the place to ask, but I am trying to make a mod to replace "Don't" the advantage theme in The Answer, but I cannot for the life of me to find the track itself so I can replace it. Is the answers files not able to be changed? It feels that way.

simple reef
#

Enable Develeper mode in Ryo's config
Open the game and make the song play
Now in the console you know the cue for the song to replace with Ryo

brisk shell
#

Forgive me, as I am very beginner with this stuff, and I am more visual

#

Like this?

#

Oh wait I get it. It's this huh

#

[Ryo (P3R)] [INF] SetCue | Player: 0 | ACB: bgm || Cue: (N/A) / link_2014

Found it

glad mica
#

wait the answer's song cues aren't documented yet?

#

damn

brisk shell
#

Nope

#

Now that I have the name of it, where do I find it

#

I know I have to source the file in my mod, but where tf I find the files itself at? I think it's a bit more complicated than I thought

glad mica
#

since you know the ID

#

you can just replace it with yona now

brisk shell
#

Uhhh how may I ask? I am tinkering to figure it out though while I wait

glad mica
#

just follow the guide made for yona specifically, create the file for your mod and name it with that cue id you just got

#

don't forget to loop the thing

brisk shell
#

oh at the top, im dumb I see it

#

The guide I mean

glad mica
#

link_2014

#

should be this one

#

the cue

brisk shell
#

Yes I know

#

I'll check back if I am a bit confused

brisk shell
#

Ok so I understand everything, but Yona doesn't seem to have the track itself. I think. Is there a way to find the track labeled link_2014 anywhere? That's like the only thing I am missing.

#

@glad mica Don't mean to ping you, but can you help again? I think I am close to getting it down

glad mica
#

You can just rename it as the cue id of your choosing after it's built

brisk shell
#

No but like, aren't I supposed to add the source of the original track to Yona, then replace it with my own?

#

That's the last thing I am stuck on

#

Wait, I think I am figuring it out again, brb

brisk shell
tidal gull
#

no clue where that is now

glad mica
#

Oh fr?

tidal gull
#

also i just did some quick editing it to it, since the original also increases volume, could be a bug (that'd you have to fix)

#

hopefully they didn't see that naotoflushed

sinful cargo
#

I didn’t

glad mica
#

I did.

pine sigil
# simple reef

@tidal gull did you ever find a fix for this? it looks like it might be the same issue as the FEMC level up volume bug in P5R

tidal gull
#

p5r's is a separate issue

pine sigil
#

damn

slow blade
#

is there anyway to sorta remove a queue with this? i want to remove the menu music ( BGM BGM_S31 ) in smtvv and just have it continue to play whatever music was playing before hand

tidal gull
slow blade
fair gale
#

The pattern for crimanaplayer_setfile seems to have broken in the latest update of P3R for Xbox game pass users

#

I'm trying to fix it but i need to analyse the p3r exe again

#

so it's taking a while

tidal gull
#

E2010061703M the function referencing this string is mana setfile

fair gale
#

@tidal gull fixed it

#

Just testing some stuff before I create a pull request

#

But wait

#

Hmm

#

Ok it’s confirmed that the pattern broke between the updates

#

But weird thing is that this issue only exists for the Xbox version and not the steam version

fair gale
#

Wait so ig if Ryo users on steam don't have this issue

#

Does that mean that the pattern now differs b/w Xbox and steam?

#

so do i need to implement both signatures now?

#

Patten for Xbox P3R: criManaPlayer_SetFile = "4C 89 44 24 ?? 48 89 54 24 ?? 48 89 4C 24 ?? 48 83 EC 38 48 83 7C 24 ?? 00 75 ?? 41 B8 B8 48 33 01",

#

Haven't been able to test it for steam yet

tidal gull
fair gale
#

I can confirm this signature does work for the xbox version

#

ill make a pull request incase it actually works on steam

fair gale
tidal gull
#

mhm

fair gale
#

This is bad

tidal gull
#

mhmm

fair gale
#

afaik we can't actually just chuck in both signatures and expect one to work right?

fair gale
#

thought so

#

and we can't check if the signature can be found when we initially set it

#

cause im pretty sure the signatures are checked after the fact

#

"pattern"

#

i keep calling them signatures

tidal gull
#

oh wait

fair gale
#

idk the correct terminology sorry

fair gale
#

wasn't there only one object?

#

wait

#

lemme check something

#

ok how

tidal gull
#

patterns go through sharedscans and hook based on an id

fair gale
#

just lemme know and ill try to implement it

tidal gull
#

can just add both scans with the same id i think

#

BUT

fair gale
tidal gull
#

yeah, pretty sure it supports multiple patterns per id since they're just added to a list

#

but, i don't like it logging an error when one fails. i've wanted to add a more robust system for stuff like this so i'll probably do that (sometime)

fair gale
#

maybe add a proper function to add multiple signatures?

uncut veldt
#

alongside dlc music checks soon(TM)

tidal gull
#

you can share your ryo fork version for xgp users in the meantime if you want

fair gale
#

alr

uncut veldt
#

if you're going to do that for now it would be best to find a quick solution to this so people don't have to look on discord to find a fix

tidal gull
uncut veldt
#

go put that on the mod page 😭

fair gale
#

Wait does this mean other signatures might have broken too?

#

for xbox

tidal gull
fair gale
#

now good news is that

#

audio seems to be intact

tidal gull
#

you'd see an error if they did

fair gale
#

I didn't update the version number so people can directly get an update from the main Ryo repo

#

When u do update it to support both versions

fair gale
#

I had an idea

#

Maybe we can add all patterns that failed to a list

#

If another pattern with the same id suceeds then it will remove the failed pattern from the list

#

and we log all the failed patterns at once

#

But the issue is that this method is very inefficient

#

why are the scanning functions in a whole other repository

#

okay i made something that might work

tidal gull
#

super cool, albeit a bit late for current games, update! ryo now supports using non-encrypted HCA files in games with encrypted audio naocheer (thanks to sewer for suggesting as something to look into)

#

i'd appreciate some testing before i release, either to make sure nothing existing breaks or the new feature risepray

quiet mesa
#

ue5 games already supported this yuhaless

old jay
#

just install new ryo and new battle themes, then boot a game that uses them and make sure it works?

fair gale
old jay
uncut veldt
#

notice that it crashed trying to load groovy

#

this is a new hidden feature of Ryo Framework: it automatically protects you from listening to dogshit music

#

thank you Ryo

old jay
#

you will listen to the shitty persona dancing music as god intended

uncut veldt
#

NEVER

old jay
#

(ive actually thought of adding context music to this and p3d crossdressing but uh. kind of a shortage of good options there lmao)

#

(admittedly the whole reason p5d crossdressing has it is to preserve the pre-costume framework behavior of it playing the same bgm the normal p5d outfits play, since it used to replace them)
(and then music for p3d crossdressing was made to mirror that)

lusty robin
#

At least Groovy is a new song rather than being a weird techno rock remix of tracks that were clearly not made for that genre lol

tidal gull
old jay
#

nope

tidal gull
#

hmm seems like something's off with music registration, though it's odd it basically worked just fine with rbt and co

tidal gull
#

looking into it, ig a big change was i changed it to register songs as mods load instead of when battle theme itself loads, since it was a bit hacky but necessary for the encoding step (sorta, not really after bgme swapped to ryo)

tidal gull
old jay
#

yep, that made stuff play in game again

simple reef
#

Seeming no errors in P3R with existing mods UselessgoddessSalute

grand warren
#

I don't remember the game being updated

tidal gull
fair gale
#

Does Ryo framework have support for .vag files stored in the model archives in P3P?

glad mica
#

uh

#

ok so I dunno what happened but now my replaced music are so quiet

#

it used to be alright too wtf

#

Well anyways, I believe I have to setup a config file for this

#

Oh that worked a treat

gentle helm
#

For P3P, I noticed that specific SFX in specific conditions still play the vanilla sound instead of the modded one, they don't even show up in the log in these conditions. I documented the specific sounds and the context of which they don't play.

  • bse b0204.vag
    Sound that sometimes plays when starting shuffle time
  • bse b0221.vag
    Sound that plays when teleporting in Tartarus
  • bse b0305.vag
    Plays when selecting a card for the memory game shuffle time and sometimes when the cards flip during the minigame. This issue is more frequent in some shuffle time minigames compared to others.

These sound effects are used elsewhere in the game and play without issues, but only in these specific conditions do these sounds still play their vanilla counterparts.

tidal gull
#

@uncut veldt might be interested

uncut veldt
#

"interested" 😔 I have like no time in the short term...

hopefully this and the battle music issue are linked in some way 😭

tidal gull
tidal gull
#

im getting some audio glitches sometimes, like it's unencrypting game audio which should ofc should remain encrypted, but idk if it's just a me thing

simple reef
#

So just play normal P3R with Ryo and see how audio behaves?

simple reef
old jay
#

does it have to use ryo directly or is like costume bgm fine

tidal gull
#

just have ryo installed and enabled (either manually or by dep)

tidal gull
uncut veldt
#

when I get home, sure. just one of the above listed files?

tidal gull
quiet mesa
#

the latter

tidal gull
quiet mesa
#

have fun decompiling the vag True

simple reef
#

Will try with mods now

tidal gull
#

awesome to hear, and slightly worrying for the state of my speakers 🥹

simple reef
simple reef
#

With both Ryo and battlethems mods also seems fine

tidal gull
#

honestly surprised i didn't think of this originally, it's so obvious in retrospect Naofacepalm

#

im gonna be adding support for replacing audio played through setdata based on it's hash (xxh3). this'll work for any .vag file (and any other type of audio)

quiet mesa
#

ayo

tidal gull
#

had to re-dl p3p 🤢

lusty robin
tidal gull
#

example mod. the folders are just organizational, files should be named after the audio hash they're replacing. volume and player id is still WIP and may change, i don't know how i want to handle it but for now it's using player id 2

uncut veldt
#

do I have to use the xxh3 hash instead of just the file name? (do I need to update my mod)

thanks for looking into this

tidal gull
#

i was hoping there'd be some name baked into the audio data but there isn't naosit

tidal gull
uncut veldt
#

I won't be able to personally refactor and test myself until 2 weeks from now most likely. my friend said they might be able to look into it next week but if anyone else wants to take a look, be my guest

glad mica
#

hello, is there any way to isolate certain voicelines?

simple reef
#

Isolate?
As in you want to extract a specific voiceline?
Set Ryo to developer mode
Then you make the line trigger ingame, and then you can see what file it is stored in
Then just Fmodel to extract the awb

tidal gull
#

@uncut veldt @uneven loom it's fixed now stop crying about it smh my head fuukanaotocooki

glad mica
#

Real or fake?

tidal gull
#

there is zero capping

uncut veldt
#

is this "crying" in the room with us rn 💀
(ty for updating it lol)

uncut veldt
#

uh oh

uneven loom
#

the curse of ryo

tidal gull
uncut veldt
#

Kotone cutscenes project...

#

😔

#

but this doesn't sound like an issue with that mod ngl

#

once I get my mod stuff out of the way, I'll see if I can more actively help out

tidal gull
#

the only p3p specific change is removing the max path length for the bgm(?) player, though it shouldn't matter naosit

uncut veldt
#

yeah it was just one user so it's possible things are actually fine. probably needs more testing so I'll take a look at it when I get the chance (I am traveling this weekend so not now)

tidal gull
#

@nimble flume

nimble flume
#

oh naisu

#

incredible mod thumbnail

#

10/10

#

weird how it fails to get some acb names

#

inb4 its because i injected too late or something

#

(game wont boot if i load reloaded through asi loader lol)

#

nvm worked the second time i guess

tidal gull
nimble flume
#

no apparently they just load like almost all of them immediately on boot

#

and i had launched the game then injected reloaded rather than using reloaded's launch application

tidal gull
tidal gull
grave hornet
#

it seems like 2.11.0 is crashing the game on startup

#

I just updated and it now crashes for me and others

nimble flume
#

(you should specify which game)

grave hornet
#

Oh, whoops. P5R

#

Yeah, I just downgraded to 2.10.0 and it works again

grave hornet
tidal gull
#

or are you replacing the main menu bgm, because it looks like it's still loading stuff naothink

grave hornet
#

I'm pretty sure, I made a second try and it crashed as it was loading stuff

#

With the PT logo in the corner

tidal gull
#

that's very unusual

#

and it's doing it on metaphor too

#

almost looks like the old .NET error that should've been fixed

#

mmm, might've got a lead on p3r

grave hornet
tidal gull
#

fixed

#

it'll be out in ~5 mins

#

forgive me naocry

nimble flume
#

what happened lol

grave hornet
#

Yep, that fixed it, thanks!

obsidian jetty
#

so it's safe to update now?

grave hornet
tidal gull
# nimble flume what happened lol

i swapped from pulling the criware version to the criatomex version for adjusting settings between the different versions (just the acb name offset rn), but i fogot to update the version it checked against. basically treated all games with new offset lol

obsidian jetty
nimble flume
#

oops