#Ryo (P3R BGM/Audio Framework)
1 messages · Page 3 of 1
phos is pretty similar to atomencd if that's what you've used before
nah I didn't use that
it was some other different software that can create adx files
and even play them with loop points being testable
so I don't even need mod menu to test
that's pretty cool actually
but uhhh with atom and phos you typically just put in the start and end samples and that's that
^
yeah they mentioned P3P tho
True
yeah same process as in P3P and FES
I actually realized that at least for most VGM, Smashcustommusic has sample points
I always preview the songs using foobar so that I don't waste time booting the game only for the loop to be fucked
I can’t claim that they’re 1000% perfect but
problem is it didn't loop at where I want even though I put in the right samples
Friend tried it with a Sonic frontiers song and it was a good loop
hmm I wonder if there's sample rate fuckery going on (just a guess)
I haven’t had to fuck around with sample rate but then again I’m getting my WAVs in a specific way
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
I kinda just added some random number to see if I can loop it correctly that way
Manual looping is CBT
skill issue
hey at least I got what I want
It was just very unfun
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
Idk if that’d mess it up, but
gimme
do you have mass destruction live band, by any chance
I think it should be in there?
lemme look at that later
if not, I can get it tomorrow
I'm gonna head out in a few
I know I have the song looped, I just don't know if it's in that pack :')
or if it's only in the P3P/4/5 packs
At some point I might compile all the songs I’ve made for my friend and publish it
It’s a Sonic music pack
imagine if I post vids of that song blasting and I get fucked by copyright
It’s just been songs they wanna use but like
lmao
Wrapped in Black over Master of Tartarus goes fucking bananas
I wanna post fighting the final boss solo and uhhh, I really love that song in the movie
looks like mass destruction live band isn't in my P3R pack, I'll convert it later and send it over
or you can steal it from randomized battle themes for P3P/P4G/P5R and convert it for P3R
pretty sure no one made live band from randomised themes
I'm the only dumbass that uses those
it did go into my pack here lol
sheeesh
but it needs to be converted for P3R (or you can uhhhhh hypothetically enable this for use with P3R)
so basically I make it into wav
but why would you do that 🤔🤔🤔
Nah I want ambush and ambushed themes atm
I'll think about making my own set of randomized later
reload is still pretty fresh for me
when the answer drops, I'll be there no matter what
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 😭
tom wants to know your location
Updated to be a separate R2 mod + fixed Judgement SL issues!
does this py music looper look correct lmao
What did you enter
I managed to get it working so
(Though it took a bit of finagling to actually fucking install it)
At least for me the thing that’s supposed to beautify it isn’t working but it is still perfectly functional
I just copy pasted the command on the music modding guild and put in the file path for the wav
it was installed incorrectly because of a corrupted cached dependency
@quiet mesa what version of python did you get it working on?
3.10
could not for the life of me get it to run on 3.12
saw that but there's a closed issue saying it does support it, somehow
well that issue is lying 
maybe it's a "in theory" and you have to manually adjust dependencies 😔
# 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
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
looped the entire jjk s2 ost and the hardest part was just picking loops from a list
i need this in phos 
borrow the source code, duh
that sounds goated
Pymusiclooper GUI is in the works
Fwiw
but pymusiclooper basically has a gui though 
i mean, i guess technically you still need to input a command line 
Well installing it is a massive hassle is the thing
So the idea is if there was a .zip you could just download with it inside
It’d be a hell of a lot easier
Ninenates is the one working on it
So you can ask them for details but
i actually want to make a .net version but it seems like such an undertaking
then i really could just plug it into phos
Does Ryo override music changes made through BGME Framework?
bgme framework uses ryo for new audio so it would just depend on load order what file a cue id is assigned to
I was moreso thinking BGME Reactive
for the boss fights
i made a track change in Ryo for Unavoidable Battle and then made a file for Elizabeth through BGME
But the Elizabeth change didn't occur
it just played the Ryo replacement
the only "conflicts" possible would be replacing the same cue id (or bgm id i prefer to call it)
decent chance the elizabeth fight is set to the wrong battle maybe
hmm
updated vgaudio, includes p3r project, p3r and p5r encoders, fixes search not working when a song was missing a category
and song names match what'd you use in music scripts
preferably should be a new install
@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
that's fun
did you also update non vp9 movies (or are you not using it)
my local version of ryo, shared scans, and movies should be the same as release 🤔
is the latest 1.0.1
yeah
at first i thought i broke it trying to use custom main menu music
or maybe not
i don't see any breaking changes with release 1.0.3
is there anyway i can find the older versions of them to see if it works
on github but i just downloaded the gb version of bgme and got the crash
not really sure what i changed, probably some type definitions ig. new update should fix it in ~5 mins
new update out, thanks for letting me know
works!
The GB version is what got fixed? Is it still 1.3.5 or
Haven’t downloaded yet I just wanna make sure lol

https://github.com/T-PoseRatkechi/BGME/releases/tag/2.1.4
can anyone test if this fixes tartarus bgm muting?
i'd do it myself but im allergic to tartarus bgm 
Oh, without my fix?
I can test in a little bit, downloading the new FeMC release 
Did you remember to add a Mod Dependency on Ryo to your mod?
ryo will ignore it otherwise
how i can add that i dont really understand to complicated stuff sorry
right click -> edit mod to open the edit window
thank you it worked
To fix rank up BGM, it adds the correct category to the songs that need it
merge with your (or any existing) ryo folder
this one actually works lol
Thanks Rena, also i'm curious
is there a way to do randomized Main Menu music with your mod for that?
i think you can use global_bgm for that too, just on the new cue id:
global_bgm[1102]:
music = random_song(5000, 5005)
end
👀
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 😔
I wasn't making a new mod I promise 😭
I was using the Tartarus fix workaround mod lol, but also that mod has been chill this whole time besides that one battle
Very rarely I’d get no music for a single battle and then it’d be fine again
So this may be a variant of that
@tidal gull Level UP BGM is broken now, causing my game to crash when using it with the newest BGME Framework update
Seems like the same thing is happening for Main Menu Music too
ah, yeah they use the same code that was causing the error in bgme
i'll fix it later today
anyone else found the default volume for new audio to be low?
i set it to be close to the game's based on my test music and ears 
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)
It obviously depends on what audio you’re trying to convert
yeah. anecdotally even my actual bgm swaps haven't sounded notably different in volume compared to non-replaced tracks, mostly OST music + randomized battle themes
were you able to release a fix for this mod?
how does this work for title screen music replacement?
this is my first tiem using this
for title screen music replacement, there are a few mods on gamebanana that have done it, I am intending on making a simple guide soon
but until then, this is my mod its pretty simple, if you follow the background music replacement guide and take a look at my yaml config you should be able to make your own. https://gamebanana.com/sounds/73091. I recommend asking further questions in #1045454567111925780
Ok
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
I don't think it's on the replacements guide either
is there more details about sound effect replacements?
cause the stuff on the mod page doesnt seem enough where do i even find the sound files
For events it should be labeled SE_Event_etc
I assume most of them are labeled starting with SE, but I haven’t looked into it personally.
yeah but how do i access them
idk in which folder it is and stuff
cause i need to find the exact filename no?
You can search using fmodel
More or less the same as replacement, just a different place to put files: MOD_FOLDER/BGME/P3R/2000.hca
And I assume I need to write code again like last time
naw, BGME Reactive is a mod that automatically handles that for you
you just have to add the music file for the fight, as shown in the post
for example, adding 2000.hca will have chidori's fight play it
So it's based on the name of the file
Yooooo
That's way easier
I'll just replace the Liz fight let's gooooo
audio probably not encrypted
i think
how do i encrypt?

either look up an updated vgaudio cli version posted around p3r's release or download phos from here: https://gamebanana.com/tuts/17170
create a new project, create a new track, and use p3r's hca for encoder
the output path is relative to the output folder
there now another weird glitch
for some reason when other characters outside of makoto and yukari use the evoker, the sound increases
ryo only ever sets a volume level, never adjusts (like increase/decreasing). ryo isn't without bugs, like tartarus bgm cutting out if not replaced
yo it ain't working
I named the file 2001.hca
and it doesn't seem to work
Wait a min it worked but it does something weird
Hol' up lemme show
if I had to guess, that first bit is an event that calls Unavoidable Battle
but I don't think Ryo/BGME have event support haha
Fuck.
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?
https://github.com/T-PoseRatkechi/Ryo/releases/
i added some smtv patterns if people wanna test it
how would i go about finding cueIDs for sfx?
see here for more up to date information: https://gamebanana.com/mods/495507
In Reloaded, click on Ryo, then Open Config. Set Dev Mode to enabled and get the SFX to play in-game.
Dev Mode will log any audio that plays in real-time to the console.
oh alright awesome, i've done that then lol
how would i go about replacing them at that point? i've got them in the folder i was instructed to create but nothing is working
Usually that's caused by not adding Ryo Framework as a Mod Dependency to your mod. Ryo will ignore it otherwise.
You can check by right clicking your mod and selecting Edit Mod
it's got it
Oh, since this is for SFX you also need to set the ACB name manually through an audio config, like config.yaml.
that might be the problem lol, i haven't done that
it
it's gotta be acb and not hca?
or am i not thionking of the same thing
(i get stuff like this confused all the time)
Yeah, files are matched to the ACB Name and Cue Name since cue names can be shared
ahh acbs are a file for audio stuff, it doesn't really matter lol. In the console when your audio plays, it'll list what ACB Name it's from along with the Cue Name.
so hca is just fine?
yeh
sweet
what would i do regarding the base key that was mentioned?
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
What did you use to create your HCA file?
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?
will a cue name need to be included as well
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.
ah okie
i think i got it from github, or some link that sent me to the microsoft store
Checked it and there's a decent chance it won't make the file properly
oh i see
https://gamebanana.com/tuts/17170 download phos linked from here
if there was one that was updated for p3r i havent seen it 😭
oh okie i have it
ik someone made an updated cli but idr where it is lol, i only ever use phos
Click on P3R then clear anything already set, I think there's at least one song
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.
sorry for all the dumb questions, i'm new to this 😭 but how would i find the link and number?
you've been great help btw
yeah it kind of sucks there's no guide outside of bgm which is just selecting new files in phos rip
That's where the Dev Mode in Ryo comes in. Get your SFX to play, the Cue Name will be the file name to use.
what are you talking about 👀
it was a misclick 😭
LMAO
Once you got everything sorted, you can either:
- Click Build. Click the folders icon and open the build folder. You should be able to just copy and paste it into your mod.
- Click the Gear/Settings icon. Set the Output Folder to your Reloaded mod's folder (your mod's base folder, not the Ryo folder).
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.
should i put anything in the replacement tab
Ah, yeah that's where you'd select your source file. Typically it's your WAV file.
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.
thank god i kept the wav files lmao
how would i go about utilizing the base key
does it go into the .yaml somewhere, or when i convert the wav files?
The encoder you set (Persona 3 Royal HCA) automatically includes it
ohhh
that's why i prefer using phos so i can don't have to remember them lol
it's still not working, but i might be forgetting stuff for the .yaml
just to double check, have you set your windows settings to show the file extension?
yep
what's in your yaml/send it here?
^
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
you don't
oh
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
so that means any ui sound would be system i think
like this
yehh, probably any ui. there's no limit to ACBs though, so you can get things where each event having their own ACB
not sure what's going on then
might as well see what im doing wrong lol
also deleted "_name" and nothing happened
yeah that seems fine 
and your file is named sys_cursor.hca?
yep
can you send a screenshot of the folder paths (explorer's address bar/idk what it's called outside a browser 😔 )
im sorry for all the trouble 😭
lol it's fine, everyone starts somewhere
so MOD_FOLDER is just meant to be a placeholder for your actual mod's folder. it's not a folder you make yourself
MyCoolSFXMod/Ryo/P3R should be where your files would be

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)
thankfully i didn't put that, i copied what you told me to do :0
ah, phos is fine then
so that means the outputed hcas should be fine too :0
yeh, as long as the encoder is set correctly (P3R HCA) it 
IT WORKED BUT ITS LOOPING
and the original sound plays over the new one
i should probably like set a start and end thing somehow
oh right, but there might be more stuff needed in the yaml...
the looping is probably (partially) caused by phos. when you select a file it auto enables looping, uncheck the loop box and build again
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.
it made it go back to the old sounds 😭
new ones wont play anymore
OH I GOT IT
i removed the categories and it works perfectly :D

ok i found my first problem 💀 the music falls really low whenever i do anything
i'll probably mess with that myself hehe
oh yeah that's definitely the categories, since it defaults to bgm settings
that was on me, i had the wrong setting name (categories instead of category_ids)
acb_name: system
category_ids: [3, 18]
player_id: -1
i got it :D thank you so so much
for future reference, how would i go about adjusting category ids if needed (it's perfect atm)
forgot to reply, all the sound categories are listed on the main post with their name and id: https://gamebanana.com/mods/495507
as to whether to know which ones to apply outside obvious ones (bgm gets bgm category) you'll have to look at similar mod or ask around if someone knows/can check
or guess too lol
I hate that I understand everything better when I’m tired, I instantly grasped the concept just now compared to the day I was editing the sound 💀💀💀
Thanks btw ^^ you’ve been such a great help
i was looking on the guide and got confused where do hca files go for bgme
MOD_FOLDER/BGME/P3R/ for P3R
thank you
and the script goes there too right?
script goes in MOD_FOLDER/BGME
actually yeah, i think it checks all folders in bgme so you can put it anywhere tbh
This was never fixed to work with the latest version right?
It wouldn't be a big update or?
naw, it's already finished
just couldn't post it without updating the other things first (then never posted it)
Will you post it soon?
it's posted 
🙏🏿 🙏🏿
Hang on a sec...
is manually triggering cues really the best way to find them 
there's also opening the acb/awb with foobar
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

I was running into that with P3P yesterday too
thought I was doing something wrong lmao
if it also helps, the cue was set to like N/A in log then just gave link id
music is also down to 25% in settings 💀
damn 😔
so really just waiting to see if you can link it to the config volume somehow with that, huh?
sorry, my mods only work on peak not mid 
then why do they work on p3r 🤔
i should remove game support for anything but p4g
true...
im having the same issue with dlc battle bgm in the base game
im using the latest version of ryo from the github, this seems to only happen with dlc bgm
it was working fine before the answer so i assume it has something to do with that
also volume warning 
actually im a bot i didnt rename .txt to .yaml 💀
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
there is also some weird stuff going on in the bgm preview menu
if i preview bgm i replaced and then preview something i didnt replace the volume for that vanilla file goes way down
same happens in episode aigis but i think it happens to all of the bgm for some reason
if logs or my mod is needed please lmk
Yeah I'm gettin the same issue here from both BGME and Ryo
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)
My ears were really blasted that even the config.yaml file gets ignored as it doesn't check for cues
known bug
it works in normal
just episode aigis is bonked atm
that's in the journey
weird
are you on latest from gh?
yeah


using the latest everything from GitHub so idk
Wait hold on
Does the config.yaml file HAS to be put in the Ryo\P3R folder or just the mod folder itself
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 
i wonder if it similar to p5r where the audio plays too quickly
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
for costumes, there is supposed to be support to share the same ryo folder but it's bugged rn
anyways, metaphor support for ryo (and yona): https://github.com/RyoTune/Ryo/releases/tag/2.5.0
though ideally for regular audio replacement it will be handled by AWB emu eventually
On no I meant like in the same acb folder
Like the player has all the cues for the persona names
I just want all of those cues to call like cue 16 in that acb instead
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
Replacing it will replace the entire cue; all of them
any way to replace the individual parts?
or are we stuck with just replacing the whole thing rn?
play them in game and see if theyre actually the same cue 
They might have different cue ids too
I think I saw that a while back
i sure hope so
but ill test for myself
220_040_bgm, action_bgm
but nothing for the looping section itself, it seems 🤔
also, both cues are different anyways lol
anyone ever get this (p3r)
no (but ive not used that mod)
@cyan elk ?
I haven't experienced any issues myself
Metaphor Release support: https://github.com/RyoTune/Ryo/releases/tag/2.5.2
@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...
@quiet mesa mentioned that i think
dont have dlc so i can't check 
what about base game? 🤔
because it sounds like these things rn are largely base game issues
you'd have to ask someone who has made mode with ryo in p3r 
idr anyone mentioning anything besides dlc bgm being weird
unless it's an issue that popped up with last update
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
So replace Episode Aigis music with Ryo?
Thats needed test?
Or you mean the DLC tracks you can select from the config?
Lmao the fuck
Used Foobar/Yona to convert back and fro
But those should not affect the volume of the file
inch resting
Meter working
Yeah but that's not automatic
it is admittedly kind of annoying if you have a lot of songs
say, if you have a whole P3 OST restoration project
You can set it for the whole acb too
inch resting
What if
do you just have the config like. in the BGM AWB folder
It's different per song
this is why persona BGM modders suffer
This is why I just do a handful of these and steal other people's work when possible
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
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
there's no debug message saying volume reset 
does this only happen with dlc songs?
Let's find outttt
i am def curious bc the issues that were reported to me are with base game songs
Happens with field tracks too
imma test base game now
Tarterous does not seem to care?
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

Riiiiight
I did think it was weird it didn't spit out the catagories in EP aigis
But assumed it was just bgm behavior
also explains why the dlc has volume issues, ryo can't set a new volume without a category to set it on

as for a fix though...
i love category_ids: [0, 13]
(fixes this issue for me)
i just remembered, to get the categories it actually removes link_ from the cue name before checking because the link_ ones don't actually have it.
it's possible that for dlc songs, it actually does but i'd need the newest BGM.ACB to check

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...
I think the dlc songs are Link_10XX
All of them have fit so far
And field songs are link_20XX
so say link_1040 will play Sound_40?

what version does ryo say?
OH!




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

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?
In base game?
yeah
yeah they are, no category info on them now


It's normal volume with no yaml too
uwu

Actually...
where is it getting 0.15 from
that's default for ryo audio in p3r

Great job Ryoooo
thanks for all testing
made it 100 times easier for me lol (and i probably wouldn't have fixed it otherwise)
Goated
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
heres the mod if needed for testing, i replaced joy so doing almost any SL should reproduce the issue
rena said that replacement should now apply the correct categories to prevent issues like this from coming up... hmmm
yeahh im not sure whats happening but its probably related to that? im on the latest update and everything
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 🤷
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 
actually no i edited the wrong config 
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
category data is automatically fetched... but how a game plays audio can break it, like P3R technically does
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
@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
in Reloaded -> Click BGME Battle Themes -> Open Config -> Change base BGM ID for Metaphor to 7000
Oh, and that’ll make it only play when it’s meant to?
that's what a commenter said fixed it for them
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)?
mhm, that's one of the main features
assuming the other music mod is also using battle themes
Right. Sorry, been a minute
Rusty
specifically speaking about bgm in normal battles. if you mean other music mods in general, then yeah they work with battle themes
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
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
i think it sorta fits in metaphor
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
just battle themes, unless you'll also be replacing regular bgm
By regular bgm do you mean like removing the game’s actual battle theme or-
real
Sorry, again, Rusty
would have made a metaphor rbt but i have not played metaphor 
works anyways 🤫
Someone actually has like. A thing
do you just use persona bgm lol
Yes lol
The thing on GameBanana actually contains songs it really probably shouldn’t
??
There’s Mass Destruction and stuff
Like the OG
zark....
and Persona 4/5 songs that are probably also not allowed
anyways: doesn't have toggles sooooo
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)_/¯
maybe it should
basically in the clear
?
unless mudkip wants to be a hypocrite 
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
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
does that even use battle themes?
it only mentions bgme framework
¯_(ツ)_/¯
I mean I downloaded it and it doesn’t have a battle themes folder
you cant preview file structure bc its a download on drive
well, if it doesn't use battle themes then no, you can't combine additional battle bgm (for normal battles)
lol
does it have like a bgm awb or something?
yeah
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
I mean again I was just gonna use battle themes
you'd have to batch decrypt and re-encode them in that case
Not if I get sound mods from P4G/P3P :)
From this mod though yeah I would
true
Batch decrypting can be done with Yona right
you'll need vgaudio and vgmstream. this script will decrypt adx to wav then wav to hca
anyone else had an issue like this before?
the mod is haunted ||what game?||
p5r
probably related to femc
its level up replacement causes volume to perma lower
i have no idea why 
which femc mod, the old one or the new one?
Cool beans. Thanks
how many femcs are there 
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
the one by chlor
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)
LMAO
i thought for a sec "this person reminds me of sunshine", when did your name change
yeah just set the constant, though make any other constants you use have kinda unique names
they can possibly clash with other battle themes
Right right. Thanks.
who?
Hi
i got confused too bc she literally just messaged me yesterday, so when i saw the different name in my notifs i was like ???
LOL
My bad
its all good lol
is there a specific way vgaudio and vgmstream are supposed to be set up?
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

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.
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
Like just straight up initiate a battle? And it auto detects it?
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
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
Uhhh how may I ask? I am tinkering to figure it out though while I wait
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
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
You can just rename it as the cue id of your choosing after it's built
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
Ok so yeah once more back to what I asked^
algo documented them, on discord
no clue where that is now
Oh fr?
i've never used it
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 
I didn’t
I did.
@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
it is fixed afaik
p5r's is a separate issue
damn
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
not with ryo. functionality like that would be through a mod like bgme, but there's no version for smtvv since i don't own the game
ah okay, thanks for answering though :)
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
you can just analyze it for like an hour or so
E2010061703M the function referencing this string is mana setfile
@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
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
ig we'll find out

I can confirm this signature does work for the xbox version
ill make a pull request incase it actually works on steam
do u have the steam version?
mhm
This is bad
mhmm
afaik we can't actually just chuck in both signatures and expect one to work right?
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
oh wait
idk the correct terminology sorry
yes we can actually
huh
wasn't there only one object?
wait
lemme check something
ok how
patterns go through sharedscans and hook based on an id
just lemme know and ill try to implement it
this?
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)
maybe add a proper function to add multiple signatures?
soon(TM)
alongside dlc music checks soon(TM)
you can share your ryo fork version for xgp users in the meantime if you want
alr
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
you can subscribe to my patreon for premium ryo support

go put that on the mod page 😭

you'd see an error if they did
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
what about the GET_PARTY pattern lmao
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
super cool, albeit a bit late for current games, update! ryo now supports using non-encrypted HCA files in games with encrypted audio
(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 
and an updated battle themes, which takes advantage of it to completely remove building/duplicate files 
ue5 games already supported this 
just install new ryo and new battle themes, then boot a game that uses them and make sure it works?
mhm
finally
this used to be such a pain sometimes too
throws an error when trying to parse crossdressing outfit pme, even though i havent changed the pme at all
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
you will listen to the shitty persona dancing music as god intended
NEVER
(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)
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
10000000%
you wouldn't happen to be using adx files 
nope
seems like something's off with music registration, though it's odd it basically worked just fine with rbt and co
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)
never mind, it was just not registering the music of mods w/o a direct dependency, like costume mods 
yep, that made stuff play in game again
Seeming no errors in P3R with existing mods 
Is this update required for Ryo to work on the current p3r version?
I don't remember the game being updated
no, it's just the feature mentioned
Does Ryo framework have support for .vag files stored in the model archives in P3P?
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
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.
@uncut veldt might be interested
"interested" 😔 I have like no time in the short term...
hopefully this and the battle music issue are linked in some way 😭
probably isn't 🙃
thought i replied, it does not. the "replacement" of .vag is entirely hardcoded to specific .vag files, which is just the bse stuff iirc
if it possible, i'd like a bit of testing with this ryo on p3r or metaphor (games with hca encryption). not replacing anything specifically, just making sure regular game audio is working fine
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
So just play normal P3R with Ryo and see how audio behaves?

does it have to use ryo directly or is like costume bgm fine
just have ryo installed and enabled (either manually or by dep)
could you send a .vag file btw whenever you get the chance
when I get home, sure. just one of the above listed files?
heres 4 from comse
thanks
do we have a template for them or do i have to scour the vgmstream source 
the latter
have fun decompiling the vag 
Playing with only Ryo enabled for the past 50 min or so and audio seems perfectly normal 
Will try with mods now
awesome to hear, and slightly worrying for the state of my speakers 🥹

With both Ryo and battlethems mods also seems fine
honestly surprised i didn't think of this originally, it's so obvious in retrospect 
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)
ayo
had to re-dl p3p 🤢
tragic
@uncut veldt as mentioned, you can replace files using its xxh3 hash. you can either get it through ryo dev mode or run the vag file through the CLI tool: https://github.com/Cyan4973/xxHash/releases/tag/v0.8.3
@snow pollen this version also applies a possible fix for the muting you were experiencing, since it was like 1 line of code lol
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
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
yes, there is no file name by the time it gets played, just audio data
i was hoping there'd be some name baked into the audio data but there isn't 
new update will going out. SetData replacement will be disabled outside this version until it can be tested properly
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
hello, is there any way to isolate certain voicelines?
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
@uncut veldt @uneven loom it's fixed now stop crying about it smh my head 
Real or fake?
there is zero capping
is this "crying" in the room with us rn 💀
(ty for updating it lol)
link the mod 
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
the only p3p specific change is removing the max path length for the bgm(?) player, though it shouldn't matter 
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)
added sanic racing support, needs ryo 2.10.0: https://github.com/RyoTune/Ryo/releases/tag/2.10.0
@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
weird, are they loading ACBs in some other way 
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
actual version (has new id so remove/readd dependency if using it rn)
Added support for Digimon Story: Time Strangers: https://github.com/RyoTune/DSTS.RyoFramework/releases
Ryo Framework also needs to be updated to 2.11.0 
it seems like 2.11.0 is crashing the game on startup
I just updated and it now crashes for me and others
(you should specify which game)
I'm going to sleep, so if this can be of any help, here a two logs. One where it works with 2.10.0, one where it crashes with 2.11.0.
you sure that's the log that crashed?
or are you replacing the main menu bgm, because it looks like it's still loading stuff 
I'm pretty sure, I made a second try and it crashed as it was loading stuff
With the PT logo in the corner
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
what happened lol
Yep, that fixed it, thanks!
so it's safe to update now?
Yes
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

oops











