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Technical Research • Re: Current Research: WwiseBanks

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Hey guys, I realize, this is an old thread and maybe someone figured this out long ago but if so, I didn't find it.
Anyway, I finally managed to get a new dialogue line playing in the game. Note: I only tested this for a FaceOnlyVO object, so there is still the potential issue with the FaceFX which may still interfere with other lines. JohnP almost had it in his last post. The only thing missing in his description is that within the HIRC section Soundbank, you will also find an ActorMixer, that -at the very end - contains an array with the IDs of all SoundSFX entries for that dialogue. You need to add your new IDs to that array (just at the end of it. Don't forget that at the beginning of the array is a counter, which you need to adjust for you new entries. It's pretty much what gift showed above (which I just found now, haha).

Once all of this is done, your new sound will play in the game (at least for FaceOnlyVOs). If you call the sound directly from the Interp in the main pcc file (e.g. through an SFXInterpTrackPlayFaceOnlyVO), there is no need to edit the dialogue at all, just adding things to the sound bank is enough (unless you want animations of course). Sorry if this old news but I though it might be interesting for some.

BTW, the red box in gift's post is the parent of that ActorMixer. The whole mass of bytes between the normal starting bytes of the ActorMixer and the array with the children (the SoundSFX objects) is sound structure information (see the reference for it on the xerox page). Kinko is right, it mainly contains setting info. It can be a bit tricky to decipher because it changes quite a bit, depending on whether or not parent settings are getting overwritten. In general though, unless you want to really change effects and stuff, it's nothing we should ever need to change or worry about.

Oh and another btw, you can make all these edits directly in the HIRC tab of WwiseBank Editor (not HxD) these days, which will automatically adjust your headers. Just be aware, that whenever you did a HEX edit (and before switching to another object), you need to click in the menu bar Edit -> HIRC -> Save HEX changes (would be super cool to automatically make this happen whenever the object is changed). Once all your edits are done, click Edit -> Save Bank to PCC. For good measure, also click File -> Save PCC. Then your edits are saved. Also, I think it doesn't change the size value at the second position of each entry, so you will need to adjust this manually, e.g. when adding your new children to the ActorMixer object.

statistics: Posted by The FobApr 23, 2016



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