Noobatron22 Posted April 30 Posted April 30 (edited) 1 hour ago, WestTek said: Done! This sounds familiar with Starfield. I vaguely remember that original music will start playing and cut off new replaced music. One way around that I believe was to find the interrupting track and replace that one with a muted one. (albeit it removes that track from the game by being muted, this might be a work around to allowing the new tracks to be heard) Might be worth a shot? Music played in-game is randomly chosen based off a playlist, even if that were to work, it would either be too unreliable or you would be restricted to just one track per event playlist. EDIT: I just noticed the edit you've placed into the OP and I wouldn't exactly call that accurate for music, a file somewhere is dictating audio length and that same file could be modified to compensate for custom tracks as soon as the appropriate tool for the .bnk files have been found; refer to this thread for more details. Edited April 30 by Noobatron22 1
PetePablo Posted April 30 Posted April 30 Has anyone ran into the same issue where audio files are not playing in fmod?
WestTek Posted April 30 Author Posted April 30 54 minutes ago, Noobatron22 said: EDIT: I just noticed the edit you've placed into the OP and I wouldn't exactly call that accurate for music, a file somewhere is dictating audio length and that same file could be modified to compensate for custom tracks as soon as the appropriate tool for the .bnk files have been found; refer to this thread for more details. Got it, I edited the note and directed folks to that thread for details. 1
GAYLORDSTEAMBATH Posted April 30 Posted April 30 13 hours ago, WestTek said: Try having this option selected in FModel settings. If that doesn't work, share the location of that file and I'll see if I can get it to open up on my end. Still no dice. The file path is: OblivionRemastered/Content/WwiseAudio/Environment/Object_Emitters/Small/emt_nirnroot.uasset At one point, when I clicked on it, FModel gave the following error: "[ERR] CUE4Parse.UE4.Exceptions.ParserException: Read size is bigger than remaining archive length. FByteArchive Info: OblivionRemastered/Content/WwiseAudio/Environment/Object_Emitters/Small/emt_nirnroot.uasset | Pos:287 Length:569 (50.4% done) at CUE4Parse.UE4.Readers.FArchive.CheckReadSize(Int32 length)" However, currently when I try to open it, it'll just open the json file and nothing more. I've also found this file (OblivionRemastered/Content/WwiseAudio/Event/emt_nirnroot.bnk), but I'm not sure if there's anything useful here either. Thanks!
PetePablo Posted April 30 Posted April 30 If anyone can't get the audio files to play. First delete output folder that fmodel generates when you first run it. Run again to the gen a new output folder. Then follow this guide. 1
GAYLORDSTEAMBATH Posted April 30 Posted April 30 4 hours ago, GAYLORDSTEAMBATH said: Still no dice. The file path is: OblivionRemastered/Content/WwiseAudio/Environment/Object_Emitters/Small/emt_nirnroot.uasset At one point, when I clicked on it, FModel gave the following error: "[ERR] CUE4Parse.UE4.Exceptions.ParserException: Read size is bigger than remaining archive length. FByteArchive Info: OblivionRemastered/Content/WwiseAudio/Environment/Object_Emitters/Small/emt_nirnroot.uasset | Pos:287 Length:569 (50.4% done) at CUE4Parse.UE4.Readers.FArchive.CheckReadSize(Int32 length)" However, currently when I try to open it, it'll just open the json file and nothing more. I've also found this file (OblivionRemastered/Content/WwiseAudio/Event/emt_nirnroot.bnk), but I'm not sure if there's anything useful here either. Thanks! SOLVED - There seems to have been a problem with my Fmodel installation. After checking for updates and attempting to install the update, I met an error. To fix I did the following: 1. Delete Fmodel and and all associated files and configuration settings (which you'll have to go to %appdata% to get to). 2. Re-install Fmodel, complete the setup to point it at OblivionRemastered Pak folder. 3. Install the latest update when prompted to update (if you aren't prompted, go to Help > Releases). 4. Double checked Fmodel settings and mapping file path. 5. Done. Now, double clicking on the .uasset files shows the full json text and opens the audio player as it should. 1
Gr3yFoX Posted May 2 Posted May 2 Hi. Good that the community is coming together trying to wrap our heads around this new structure. Thanks for the guide WestTek. I managed a sound replacer before I came across this. It was nothing special (ghost death - I added a moan lol) it worked! What I wanted was to replace music in the dungeon. Finally after much faff and testing. I've changed the music to something, I used in original Oblivion - Dungeon Crawling from Arena. You mentioned a 'cut off' for me it was more a fade out to a repeat, like the music was briefly interrupted, then re-started. Minor niggle, but I'm happy it works. NOTE: I renamed the .pak to something like 000_ModName_P.pak and it still worked. Aslong as the _P is at the end, it should read w/e you call it. Regards. 1
Noobatron22 Posted May 2 Posted May 2 3 hours ago, Gr3yFoX said: Hi. Good that the community is coming together trying to wrap our heads around this new structure. Thanks for the guide WestTek. I managed a sound replacer before I came across this. It was nothing special (ghost death - I added a moan lol) it worked! What I wanted was to replace music in the dungeon. Finally after much faff and testing. I've changed the music to something, I used in original Oblivion - Dungeon Crawling from Arena. You mentioned a 'cut off' for me it was more a fade out to a repeat, like the music was briefly interrupted, then re-started. Minor niggle, but I'm happy it works. NOTE: I renamed the .pak to something like 000_ModName_P.pak and it still worked. Aslong as the _P is at the end, it should read w/e you call it. Regards. Please specify how long the track was, a file somewhere is dictating audio length for vanilla music and applying it to any custom track replacers. Been busy trying to find a workaround for this, but the suspect .bnk file may very well need a hex edit to solve and that may take awhile going in blind.
Gr3yFoX Posted May 2 Posted May 2 The .wavs I used were all 2m.50secs exactly. Checked .wems on Fmodel and it's the same length.
evader Posted May 2 Posted May 2 Hello to everyone! (What about my trouble ) . 1) I wanted to replace main menu OST with my own track. After '5exual dances' with Wwise I gave birth to a sound file 496000234.wem with my track. . 2) I use UnrealPak-With-Compression.bat for paking my new sound into new PAK-file. . 3) FModel see my new PAK correctly. (But I don't know why there are two same files) . 4) I copied my PAK-file into ~mods folder. . 5) I start the game, but the original music is playing in menu. . Question: What I did wrong?
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