STEAM-GRUPP
Final Fantasy - Modding FF-Modding
STEAM-GRUPP
Final Fantasy - Modding FF-Modding
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Grundades
26 juli 2015
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FFVI: Original Sprites Project
Ursprungligen skrivet av solfizz:
Thanks for pumping that out so fast kvg! This is a minor gripe but maybe it can be addressed (or instructed how to self-address it). Overall I think the orchestral soundtrack for AWR is fantastic, but I think Terra's theme has too much of a build up. Would there be any way to cut that first part out, or import a track that we would like to substitute it out with tools that we can use on our own?

Last night I tried playing with the AWR reshade settings (vs. the slighly modified scanlines sweetfx.cfg that I've been showing you) and it has really grown on me! It works really well with FFVI's theme. Props to whoever settled on that preset! Also, I can't tell you how cool a touch the modified Sabin Blitz input overlay is. It looks very "martial-artsy" given the game's limitations.

I think the best thing I can do is create a guide for people to make their own soundtracks. It's actually really easy.

STEP 1 - Download the latest version of FF_Explore point it towards the main.obb of your Final Fantasy VI folder. When you do this, all of the files in the obb will pop up in FF_Explore. Scroll down until you find sounds in the list. Click the first and scroll down to the end - Shift + Click will let you select all of those files. Extract them to a folder.

STEP 2 - Go to the folder you extracted the sounds to. In FF_Explore, go to the Mod Helper tab. We need to turn the files into OGG files, so drag and drop all of the songs you just extracted into the right column of the Mod Helper panel in FF_Explore.

STEP 3 - Open the file up in a program like Audacity (its only like the first 90 sXX files that are music for the game's soundtrack). Delete the existing track. Get a borrowed copy of the track you'd like to use to replace and edit it to where you want it. The length doesn't matter. I swapped a 2 minute song with a 17 minute medley for the Opera battle.

The trick - In order to get the song to loop, switch Audio Position view in the bar down bottom in Audactiy to samples. This is where we are going to get our loop points.

Once your song is edited, find the point you want the loop to begin and where you want the loop to end. This can take a bit of time to get just right, but the key is having the track only as long as it needs to be, to the point the loop starts over. You can test by copying everything you've got and pasting it at the end, testing it and undoing to make sure the loop is solid. Once you've got your loop down pat, its time to make thosde Loop points stick.

Click Edit up top, scroll down to Edit Metadata tags and you should see in that information that pops up

LoopStart [insert numbers where the loop begins]
LoopEnd [insert numbers where the loop ends]

Now there are two easy mistakes to make at this most important step.
1) Entering the value for the points incorrectly. If you're starting point looks like 000 000 052 in the audio position, in the metatag - you only put 52. You can't have any zeros at front or your loop won't work. So if you're starting position is 000 100 000, in the metadata tag is 100000.

2) Ending the loop too late. So if like me, and you edit tracks to end where the cut off is meant to be the roll back into your loop, you have to take 1 byte less than the actual value for the EndLoop metadata tag. So if your EndLoop value looks like this in Audio Position 000 058 070 then your Metadata tag must be 58069. Notepad comes in handy for this stuff.

Save the file as an ogg, replace the original file. Drag and drop the new sXX.ogg into the Mod Helper to turn it back into an .akb file. Now to patch it into your game.

STEP 4 - Your new file must be in the right folder to apply. So, the directory for your extracted and edited sounds should look this Wherever you put it -> obb -> sounds. As long as its in an obb folder, you can drag and drop the file into FF_Explore without an issue.

So drag and drop the file into the Patch section of FF_Explore and from here you can save it as a self installing exe or use the appy patch button to insert the track into the game.

I swear to god, its not as hard as it sounds. Just make sure your loop points are correct.
LoopStart [get rid of those zeroes at the front if they apply]
LoopEnd [1 byte less than the actual ending number]

EDIT: I'm thinking of calling it Sabin's Chi :P
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