Some adjustements about SFX Rework (on Sequence.cs)
See original GitHub issueHi everyone !
I am currently working on a second mod fixing almost all files sounds from the game (I replaced more than 1500 files… one by one… yeah that’s a lot ^^').
And during my few tests, I found some small things to fix in the sequence.cs for the last Memoria build (after that, these are only suggestions of course!).
Stellar_Circle_5 (ef245) :
// Shared sequence of SFX Stellar_Circle_5
PlaySound: Sound=1843
PlaySound: Sound=1843
PlaySound: Sound=1843
Wait: Time=50
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=24
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=8
I noticed that the file uses the same sound file 3 times, so I propose the following modification:
// Shared sequence of SFX Stellar_Circle_5
PlaySound: Sound=1843
PlaySound: Sound=1844
PlaySound: Sound=1845
Wait: Time=50
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=24
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=8
Matra_Magic (ef088) :
// Shared sequence of SFX Matra_Magic
SetBackgroundIntensity: Intensity=0.5 ; Time=20 ; HoldDuration=82
Wait: Time=14
PlaySound: Sound=1803
PlaySound: Sound=1804
PlaySound: Sound=1805
Wait: Time=44
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=12
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=12
SetBackgroundIntensity: Intensity=1 ; Time=8
I suggest to remove the wait time at the begin of the file otherwise the spell starts out of sync with the animation.
// Shared sequence of SFX Matra_Magic
SetBackgroundIntensity: Intensity=0.5 ; Time=20 ; HoldDuration=68
PlaySound: Sound=1803
PlaySound: Sound=1804
PlaySound: Sound=1805
Wait: Time=44
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=12
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=12
SetBackgroundIntensity: Intensity=1 ; Time=8
PS: Do not forget also to adjust the time for the change of intensity of the background or it will cause problems ^^
Pyro (ef159) :
// Shared sequence of SFX Pyro
PlaySound: Sound=575
Wait: Time=12
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=22
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=33
This one is quite strange because according to the specialeffectmetadata.txt, there are 3 sound files:
"159": [
"Sounds03/SE50/se500118",
"Sounds03/SE50/se500117",
"Sounds03/SE50/se500116"
]
However, se500118 didn’t exist in the game… so i suggest to edit the file like this :
// Shared sequence of SFX Pyro
PlaySound: Sound=584
PlaySound: Sound=575
Wait: Time=12
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=22
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=33
Bahamut__Short (ef405) :
// Shared sequence of SFX Bahamut__Short
SetBackgroundIntensity: Intensity=0.5 ; Time=4 ; HoldDuration=19
ShowMesh: Char=AllPlayers ; Enable=False ; IsDisappear=True
Wait: Time=3
PlaySound: Sound=2271
PlaySound: Sound=2272
PlaySound: Sound=2273
PlaySound: Sound=2274
Wait: Time=14
PlaySound: Sound=2277
PlaySound: Sound=2278
PlaySound: Sound=2275
PlaySound: Sound=2276
Wait: Time=2
SetBackgroundIntensity: Intensity=0 ; Time=0 ; HoldDuration=12
Wait: Time=12
SetBackgroundIntensity: Intensity=0.6796875 ; Time=12 ; HoldDuration=81
Wait: Time=47
StopSound: Sound=2273
StopSound: Sound=2274
StopSound: Sound=2277
StopSound: Sound=2278
StopSound: Sound=2275
StopSound: Sound=2276
Wait: Time=5
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=12
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=17
SetBackgroundIntensity: Intensity=1 ; Time=12
ShowMesh: Char=AllPlayers ; Enable=True ; IsDisappear=True
ShowMesh: Char=AllPlayers ; Enable=True ; Time=12
In this one, the sound is cut off abruptly by the StopSound function, so I suggest placing them either at the end of the file (or removing them entirely) :
// Shared sequence of SFX Bahamut__Short
SetBackgroundIntensity: Intensity=0.5 ; Time=4 ; HoldDuration=19
ShowMesh: Char=AllPlayers ; Enable=False ; IsDisappear=True
Wait: Time=3
PlaySound: Sound=2271
PlaySound: Sound=2272
PlaySound: Sound=2273
PlaySound: Sound=2274
Wait: Time=14
PlaySound: Sound=2277
PlaySound: Sound=2278
PlaySound: Sound=2275
PlaySound: Sound=2276
Wait: Time=2
SetBackgroundIntensity: Intensity=0 ; Time=0 ; HoldDuration=12
Wait: Time=12
SetBackgroundIntensity: Intensity=0.6796875 ; Time=12 ; HoldDuration=81
Wait: Time=52
EffectPoint: Char=AllTargets ; Type=Effect
Wait: Time=12
EffectPoint: Char=Everyone ; Type=Figure
Wait: Time=17
SetBackgroundIntensity: Intensity=1 ; Time=12
ShowMesh: Char=AllPlayers ; Enable=True ; IsDisappear=True
ShowMesh: Char=AllPlayers ; Enable=True ; Time=12
StopSound: Sound=2273
StopSound: Sound=2274
StopSound: Sound=2277
StopSound: Sound=2278
StopSound: Sound=2275
StopSound: Sound=2276
FF9Snd.cs (ff9battleSoundWeaponSndEffect02)
This one has nothing to do with the SFX Rework and is something originally present in the game: one thing that annoys me a bit is that the sound of Zidane’s thief sword uses the same sound file as Marcus and Frank.
private static Int16[,] ff9battleSoundWeaponSndEffect02 = new Int16[,]
{
{ // Zidane Dagger
899,
21
},
{ // Zidane Sword Thief
900,
63 <=========== The issue is here !
},
{ // Vivi
904,
22
},
{ // Dagga with Rod (long hair)
904,
22
},
{ // Dagga with Racket (long hair)
906,
898
},
{ // Dagga with Rod (short hair)
904,
22
},
{ // Dagga with Racket (short hair)
906,
898
},
{ // Steiner 1
902,
70
},
{ // Steiner 2
902,
70
},
{ // Quina
901,
20
},
{ // Eiko with Flute
904,
22
},
{ // Eiko with Racket
906,
898
},
{ // Freyja
901,
20
},
{ // Amarant
905,
897
},
{ // Cinna
900,
22
},
{ // Markus
902,
63
},
{ // Blank
902,
63
},
{ // Blank (Pluto Armor Knight)
902,
63
},
{ // Beatrix
900,
70
}
};
So I suggest replacing the ID with something else… I was thinking of ID number 9 (Sounds02/SE01/se010002), which doesn’t seem to be used (maybe ?).
For my Trance Seek mod, I created an another ID to fix this but I wanted the next Memoria build to have the ID changed to make things easier 😃
This way, it would be much easier for me to propose a correction of this sound with my future fix sound mod ^^ I don’t know what you think… but anyway, this ID 63 has nothing to do here. (I have looked at the sound files in the SE01 folder but I can’t find anything conclusive that could be Zidane’s thief sword.)
And… that’s it! Well, these are just a few adjustments I wanted to share with you but if I find more, I’ll let you know on this post 😃
Issue Analytics
- State:
- Created 2 years ago
- Comments:8 (7 by maintainers)
No problem ! Here you go ^^ : https://www.youtube.com/watch?v=ThrCzEOemoU (Carefull ! The sound is maybe a bit loud :X)
You can find each spell I propose to modify (compared in 3 different situations) :
And in the last part, explanation + suggestion about the thief’s sword.
I’m not sure how it works to pull requests but I’ll try to do that this afternoon ^^ (because I’ve found two other things)