Open dennwc opened 12 months ago
I've tried recording custom dialogue and renaming it appropriately with no success. I don't know what the game's looking for to determine if the sound is what it should be playing or not, but if we can simplify it to just identifying the file's name, then the process should be significantly simple, right?
I think it's because there's a record in sound.bin
. It probably sets a filename and maybe some kind of format or expected audio length.
As a first step, we should decode that file and see what's in there. Then we could make the replacement work (as we did with sprites).
And as a last step - allow loading arbitrary audio and exposing that to scripts.
Scripts should be able to load and play custom audio files for the map directory.