TekkaGB / AemulusModManager

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Append new audio tracks? #36

Open IreTay opened 2 years ago

IreTay commented 2 years ago

Is it possible to append new audio tracks by putting them in the preappfile folder? I've been trying to add audio in the ".raw/.raw.txth" format, but the game doesn't seem to recognize the new filenames. That is, I don't want to replace an existing audio track, but appending a new one, the same way you can append new files with Aemulus.

T-PoseRatkechi commented 2 years ago

Unless something has changed, there's no easy way to "add" new audio. The only alternative I've been able to figure is replacing audio of sound indexes that are unused in-game, such as some Japanese interviews...

IreTay commented 2 years ago

Well, I've been able to add new audio tracks of the "commu" type (the generic voice clips that can play at any event), even if the filename didn't exist in the original game. But they only work if you rebuild the entire ROOT_E.xwb/.xsb with XACT3. It would be nice if there was a way to append them, so merging with other mods is easier.

T-PoseRatkechi commented 2 years ago

Yooo, word? Didn't know you could add to the XSB/XWB, granted at the cost of rebuilding it. Aemulus itself doesn't really do much when it comes to appending; it just combines all mod preappfile folders together and calls preappfile (https://github.com/tge-was-taken/preappfile) to make a new file from them. Actually loading it is handled by p4gpc.modloader (https://github.com/tge-was-taken/p4gpc.modloader).

IIRC appending only works on the pac/data files and not the audio files, and .raw/.txth only working in redirecting existing audio in the XSBs/XWBs but not adding new entries to.

IreTay commented 2 years ago

Actually, the only additional audio tracks that seem to work are the "commu" ones, as far as I know. For example, if you create a new event called "e999_999", this can be loaded with the preappfile folder in Aemulus, but won't have its own voiceovers. Adding files like "v999999_00001.wav" to the .xwb won't work. But adding files like "commu_02338.wav", then using this 2338 index in the new event's .pm1 file, works.

I don't know what's the maximum range for valid "commu" files though. The last one of the original .xwb is "commu_02250".