Jump to content

BG2 EE audio File Question


SonofKalas

Recommended Posts

So i'm using Dltcep to rip out the audo out into WAVs to make a soundtrack for the game.

now most of the audio files either don't loop or are cut into little bits in such a way that makes looping them easy.

 

most of the tracks that loop during gameplay don't actually loop in the normal sense, so much as they are cut in into little 2-3 second bits, when an end is triggered, the bit finshes and then instead of loading the next bit in the queue it will skip to an "ender" bit that fades out

these are dead easy to loop into a listenable soundtrack form

 

most of the rest don't loop but have fades built into the end of the track

they play and then end in actual gameplay and then start again

 

there are however a few exceptions , namely the character themes, these do not fade out, but end suddenly, and they do not seem to have enders, presumably this is because during gameplay they loop back to some point within themselves.

 

Does anyone have any idea how to find out where exactly in the track they loop to once they reach the end of the file in gameplay?

there should be something in the code that says to the game "hey, if this track ends while CHARNAME is still having this conversation start the track again from point X"

I need to find out where for each of the character themes the point "x" is

 

does anyone have any idea how to do this?

 

Update: It appears that only the new character themes do this, which explains why the others were cut up instead of looped in the standard way, they probably couldn't yet

anyway the files in question are

MXRASADA.acm and MXNEERA.acm

Link to comment

as best as i can tell those handle the order in which the standard files are played, not how the game handles non-standard files mid-file, as i explained these two function differently, they are not chopped up into little bits so a .mus playlist isn't going to be much use

 

To clarify these two don;t have Interupt states,and they don't loop back to the begining, they most likely loop internally to a specific Time point INSIDE each respective acm file

the MUS file for MXNeer reads

Part Suffix: A Tag Suffix: END

thats it.

and there is no

MXNEERend.acm

Link to comment

The problem isnt playing the file

I can do that just fine

 

Its figuring out exactly where in the track the game loops it when playing the file during gameplay that is the problem

 

I need to find out the exact timestamp the game sets it back to when it reaches the end of the track while play conditions are still in effect

Link to comment

 

there are however a few exceptions , namely the character themes, these do not fade out, but end suddenly, and they do not seem to have enders, presumably this is because during gameplay they loop back to some point within themselves.

 

Have you tested and found that they actually do loop in-game? If there's nothing in the files that indicates they do, maybe they don't.

Link to comment

listen to the cut off at the end of the 2 files, there is no way they ended like that in game, i for one would remember, that cutoff is how a lot of more modern games loop audio files, by having a sudden cutoff at the end that connects to an earlier point in the track or transitions to an ender depending upon the player's situation

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...