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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Nov 22, 2018 9:24:58 GMT 10
Apparently using the XACT tools breaks the loop points but albert knows how to hex edit them back to normal.
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Post by atomoksetin on Nov 23, 2018 0:35:37 GMT 10
They do not need no where to transfer, just look at the original file name with HxD. And call these the name Wave Banks This trick needs to be cranked with only 3 files that I described above, the rest of the files work fine.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
Posts: 2,995
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Post by Mr.Curious on Dec 5, 2018 21:07:50 GMT 10
So I found way to trigger songs with the FSE file. We can now trigger any song in the bio4bgm.xwb file anywhere in the game. We can edit the trigger zone corners, height etc so that only when the player walks through these triggerzone areas the song will play.
I will be releasing this info with the FSE & ESE Tool tutorial sometime soon. I just wanted to keep people updated of my latest discovery!
Happy Modding!
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Posts: 144
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Post by luisadri on Dec 8, 2018 8:47:46 GMT 10
So I found way to trigger songs with the FSE file. We can now trigger any song in the bio4bgm.xwb file anywhere in the game. We can edit the trigger zone corners, height etc so that only when the player walks through these triggerzone areas the song will play. I will be releasing this info with the FSE & ESE Tool tutorial sometime soon. I just wanted to keep people updated of my latest discovery! Happy Modding! Hi Mr.Curious I did this in several places in my mod Rising Of Evil. Is very cool
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Dec 8, 2018 14:16:55 GMT 10
i just found the bytes to turn off music too and the bytes to alter the fade time for music too. =)
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Posts: 144
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Post by luisadri on Dec 8, 2018 21:58:23 GMT 10
i just found the bytes to turn off music too and the bytes to alter the fade time for music too. =) Yes, I also used this a lot. Where music starts at one point and stops at another. For exemple look in this my video in time 2:28:40 i do the sound music stop and start other music when you walk through the door:
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Post by Biohazard4X on Dec 9, 2018 0:03:29 GMT 10
Interesting even though I don’t really mod UHD does this mean we can force a music theme to play throughout an entire stage? For example Wesker mercenaries theme?
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Dec 9, 2018 8:33:12 GMT 10
i just found the bytes to turn off music too and the bytes to alter the fade time for music too. =) Yes, I also used this a lot. Where music starts at one point and stops at another. Let me ask you something. I am trying to figure out if it is possible to trigger sounds from the bio4midi.xwb file which contains the environmental sounds like wind, crickets, rain, etc. I know if the room we are working on already has these sounds assigned to it is easy to start/stop the sounds with the FSE file, but I have not been successful yet in being able to trigger sounds that arent already assigned to the room. For example I want to use rain sounds in r101 which do not occur normally. I have not been able to identify the udas file, or the FSE offset values that contain the ID for the bio4midi.xwb file. Somewhere there is a byte (or file) that says "in r108 use rain and wind file'. A workaround I am considering is to replace some of the songs in the bio4bgm.xwb to environmental sounds, this way I could at least put environmental sounds in some rooms that dont already have them.
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Dec 9, 2018 8:35:12 GMT 10
Interesting even though I don’t really mod UHD does this mean we can force a music theme to play throughout an entire stage? For example Wesker mercenaries theme? <iframe width="21.399999999999977" height="3.240000000000009" style="position: absolute; width: 21.399999999999977px; height: 3.240000000000009px; z-index: -9999; border-style: none;left: 15px; top: -5px;" id="MoatPxIOPT0_59146083" scrolling="no"></iframe> <iframe width="21.399999999999977" height="3.240000000000009" style="position: absolute; width: 21.4px; height: 3.24px; z-index: -9999; border-style: none; left: 1012px; top: -5px;" id="MoatPxIOPT0_4898267" scrolling="no"></iframe> <iframe width="21.399999999999977" height="3.240000000000009" style="position: absolute; width: 21.4px; height: 3.24px; z-index: -9999; border-style: none; left: 15px; top: 102px;" id="MoatPxIOPT0_16998401" scrolling="no"></iframe> <iframe width="21.399999999999977" height="3.240000000000009" style="position: absolute; width: 21.4px; height: 3.24px; z-index: -9999; border-style: none; left: 1012px; top: 102px;" id="MoatPxIOPT0_69735483" scrolling="no"></iframe> Although I have not tested this in Mercs, I suspect the answer is yes. I have been able to place music in rooms that had no music before. Also I just figured out how to fade the music and make it stop altogether. Another way to use custom music in Mercs is to simply replace some of the files in bio4bgm.xwb file. I did this for my custom Mercs stages.
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Posts: 144
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Post by luisadri on Dec 9, 2018 8:55:19 GMT 10
Yes, I also used this a lot. Where music starts at one point and stops at another. Let me ask you something. I am trying to figure out if it is possible to trigger sounds from the bio4midi.xwb file which contains the environmental sounds like wind, crickets, rain, etc. I know if the room we are working on already has these sounds assigned to it is easy to start/stop the sounds with the FSE file, but I have not been successful yet in being able to trigger sounds that arent already assigned to the room. For example I want to use rain sounds in r101 which do not occur normally. I have not been able to identify the udas file, or the FSE offset values that contain the ID for the bio4midi.xwb file. Somewhere there is a byte (or file) that says "in r108 use rain and wind file'. A workaround I am considering is to replace some of the songs in the bio4bgm.xwb to environmental sounds, this way I could at least put environmental sounds in some rooms that dont already have them. Hmmm. I did not come to look for it, because I did not have to add ambient sounds, but surely in this way, it would be possible to put ambient sounds as well. Being that you can use any audio file from the Bio4bgm.xwb file including those of the mercenaries and Ada campaigns. But you have to take care that if the file bio4bgm.xwb if over 2gb the game crashes. And from what I've seen, ambient sounds have a problem with the looping. It would have to leave them very long, or try to find the exact point of the Loop
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Dec 9, 2018 9:08:44 GMT 10
luisadri thanks for your reply. "But you have to take care that if the file bio4bgm.xwb if over 2gb the game crashes" This issue should be solved with the release of @raz0r's new DLL which I am currently beta-testing. "from what I've seen, ambient sounds have a problem with the looping"Albert from RE4 HD project made me aware of this issue. He discovered that the loop points for sounds were destroyed when using the XACT tools, but he said he found a way to HEX edit the files to fix them. I have not yet tried this as I have had no reason to, but when the time comes I will ask him to let me know how he did it. If we were to use environmental sounds in the bio4bgm.xwb file I don't think looping is an issue as the song seems to repeat fine.
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Posts: 144
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Post by luisadri on Dec 9, 2018 10:28:44 GMT 10
Mr.Curious If I can help with anything I would be very happy.
Yes, it would just find the right spot for it to repeat without cuts in the ambient audio would look great.
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Deleted
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Post by Deleted on Jan 23, 2019 2:56:55 GMT 10
luiss can you give me sounds in rising of evil mp3 i love the sound foya boharon prigue hhhh mega
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Posts: 144
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Post by luisadri on Feb 3, 2019 21:54:47 GMT 10
luiss can you give me sounds in rising of evil mp3 i love the sound foya boharon prigue hhhh mega Yeah my friend here is: have Fun.
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Post by Deleted on Feb 20, 2019 5:37:33 GMT 10
thnx
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