0ceal0t / Dalamud-VFXEditor

VFX, animation, sound, and physics editing plugin for FFXIV
MIT License
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SCD editor - [UNKNOWN] and misc. #189

Open taco1932 opened 6 months ago

taco1932 commented 6 months ago

examples where [UNKNOWN] can be found: _sound/voice/Vo_Line/8202430en.scd _cut/ex1/sound/VOICEM/VOICEMAN_03400/vo_VOICEMAN_03400_001760_men.scd _cut/ffxiv/sound/MANFST/MANFST000/vo_MANFST000_000030_men.scd _sound/voice/Vo_Battle/Vo_NPC27_Battleja.scd _sound/zingle/zingle_fassioncheckmute.scd _sound/bg_obj/sea/s_oast_iaqualium.scd

specifically found under Attribute 0's (Vo_NPC27 is under Attribute 1) Extend #_ entries: First Condition of [UNKNOWN]. not all are used in the same manner

the currently existing Unknown seems to be only for unused Extend # entries, so that can probably just be None for the sake of clarity

sound/battle/mon/3854.scd additionally has a Second Condition of [UNKNOWN] in Attribute 1. this file's Target Argument shows as 1050253722, which I'm guessing is actually several distinct values, akin to how Upper Limit was before

there are also two Target Argument fields under Result and each Extend #. the first changes the second (must be incremented using the available buttons - it doesn't seem to like manual input), while the second cannot be modified independently

taco1932 commented 6 months ago

also, trying to import an IMA ADPCM or Microsoft 4-bit ADPCM/MSADPCM encoded .wav into an Audio # that originally contained a Vorbis file will cause an unhandled exception

deleting that Audio # and proceeding to import will throw no exceptions; however, attempting to play that audio in-game will cause all other sounds to mute for its duration. for whatever reason, even though FF uses the MS 4-bit ADPCM encoding in particular, converting to it from custom audio and then importing will produce that issue. the audio itself is playable in outside programs, as is the .scd, so I don't know if some part of the .wav header in those instances is causing a conflict with the game's native codec