Open jaigitrep159 opened 2 months ago
Hi jaigitrep159, thanks for reporting those issues. The cb_mus_3 at moment is a *no go" on this build . I have a build on works that all ready supports. (which is in progress) Secondly, did you check if samples are getting a size on cb_mus_0?(sx could not recognizing them and corrupting the asf) You can add me: blueskywestside and we can speak more about this.
i swear to god this has to do something with the .mus padding...
but i'll just copy the not working cb_mus_3 files (which is not trimmed by audio editor) and comparing it to the working cb_mus_3 files (trimmed by audio editor) and i'll send it to you for debugging it.
again, audio editor i used was audacity (v2.4.2)
UPDATE: strange, even when trimming it, it's still don't work for cb_mus_3 (Crew Tracks). Possibly a reason for mus padding..... i think...
jaigitrep159 again cb_mus_3 neither cb_mus_2 and 1 doesn't work. i will update tool soon for having support of it. Here example that is waiting for: https://www.youtube.com/watch?v=7VMokJWloec You can always contact via discord i will explain everything. I found issue it's not due to mus padding it has to do via compiler flag id i have fixed for now.
looking forward to it! thank you!
Replacing Bending Light and Sounding Streets with a custom ones causes the game to not recognizing. (cb_mus_3)
Replacing one of the music's from free-roam/checkpoint races with raw mp3/wav files (ex. Exported to FL Studio/Downloaded from YouTube) also causes the game to not recognizing. (cb_mus_0)
Trimming it with Audacity or some audio editor program fixes this issue.