0ceal0t / Dalamud-VFXEditor

VFX, animation, sound, and physics editing plugin for FFXIV
MIT License
79 stars 24 forks source link

About sound effect #9

Open yangjimzero opened 3 years ago

yangjimzero commented 3 years ago

I know sound effects have several types Through my research, I found that its type can be defined by these parameters. QM%MCPQS0KJRL)2P)I4{)0B MAG2GOO)_XK`M@PY 7BML7T 2 63 U0Z89G0I_Y5(1DN}S AAA type

The volume of AAA type SFX will decay very quickly with the distance between the target and the camera getting farther and farther. The attenuation of ABA type SFX is relatively small. The BBA type does not decay at all. I didn't study the impact on sound effects when the third is B, such as AAB? BBB? Abb, and there seems to be another type of BCA, which I didn't study. )AI(`N46S I8 `1XN_659CQ

Usually, if I want to modify the type of SFX, I must use WinHex and textools, and then repackage the modified SFX and VFX.

So is it possible to add parameters that can directly modify SFX type in vfxeeditor?

0ceal0t commented 3 years ago

huh, that's really interesting. Adding a sound effect replacement feature is definitely possible, but would be a long-term goal. I'll look into it

Unknown-Zombie commented 2 years ago

I came across this git repository while searching for an SCD editor because I made a similar observation to this issue topic while looking through a comparison view between a sound file pulled from Shadowbringers and a sound file pulled from Endwalker.

I hate the way that Endwalker changed combat skill sound effects to be basically silent when other players are casting them and have been looking for a way to reverse that.

So, I just wanted to add a "+1" to show support for a tool that would let me edit these sound files more easily than scouring through them with a hex editor.

It has been very difficult to find information about this because it seems that the average player didn't even notice this was changed. For example, I like being able to hear if my group WHM is casting Holy so I know if I need to move out of AOE or if enemies will be stunned. I should be able to listen to what is going on around me and look at my feet placement instead of the party window to see what the WHM is doing. Endwalker made other group members' spells almost completely silent. I cannot even hear a warrior do their 1-2-3 combo whilst standing right next to them.

XCZA commented 1 year ago

@Unknown-Zombie you can get around this by going into each action TBM file finding all the sounds (removing them) and adding them into the timelines of the .avfx files; just make sure you notice at what time intervals they are set up in the TMB's and match that on emitter timeline objects in the .avfx. Any sound in a modified .avfx file when used by another player will be heard by you (but not them obviously). It would require a lot of work to do it for every skill, but that is one way to accomplish this.

Also as to the topic of sound fall off, I think sounds in .avfx files are effected by binders. and there are some other things you can do as well, like stack two of the same exact sounds on two timeline object emitters. it has the effect of making the sound louder for most sound effects. Some sound effects that have very fast gradations of tones or pitches might occasionally glitch out when you hear them (but its not a bad glitch, its sorta like hearing an echo of the same sound or a deeper 'in a tunnel' version of the sound).

Also you can sorta study how they do some quirky stuff with the .scd files if you look at some recorded cutscene logs. You will see something similar to what i just described and other stuff like repeated files to make new sound effects from existing ones.