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Editing Music UPKs


LiQuiD911

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I made a simple experiment transplanting the ogg data from an upk to another using an hexeditor by copy pasting the track where the ogg header marker starts. Well it freezes the game :\ changing the duration and size in the music class inside the upk doesn't help either. The "donor" audiostream is bigger than the target one.So my question is : Does the upk header store the package size and does the upk have a trailer? It seems the ogg data is "appended" after the upk classes. It seems simple but it's not working... any ideas why?

 

Edit: precise replacement of bytes of a smaller stream inside a bigger works fine, there is just an instant of static when the smaller ends and the other "continues" but I want to do the opposite.

Actualy

begin object name=MissionControlSoundtrack_short class=SoundNodeWave
Duration=0.0
NumChannels=2
SampleRate=44100
RawPCMDataSize=0
object end

 

is just decorative, changing Duration and RawPCMDataSize to zero has no effects. If I delete a single byte of ogg data from the original, it no longer plays and the game freezes on quit.

Edited by LiQuiD911
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  • 2 weeks later...

Am I getting something wrong? I extract the binary data of MissionControlSoundtrack_short using UE Exporer into the binary file SoundMissionControlMusic.MissionControlSoundtrack_short.SoundNodeWave.

Then I patch the music file with the same binary data I just extracted. Well this crashes the game o_O

 

UPK_FILE=HQSound_MCMusic_SF.upk
MODDED_FILE=SoundMissionControlMusic.MissionControlSoundtrack_short.SoundNodeWave:AUTO

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Did you set the OBJECT setting to the entity you're replacing (SoundMissionControlMusic.MissionControlSoundtrack_short)?

 

I posted some instructions for replacing sound effects in the "Sound Replacement Possible?" thread. I'm a little surprised you managed to get it to work by replacing the longer music file with a shorter one with no other changes. I did a test replacing the memorial music with a random song I found on my hard drive and it works, but only if I clean up the leftover data and fix up the 0x30 bytes at the end of the object. Later tonight I'm going to try working on replacing with a larger file and making the process simpler.

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Well my replacement test wasn't exactly a success, it indeed plays the shorter track but when it ends the remainging of the original continues. Shouldn't the Object setting be automatic using MODDED_FILE?

Edit: oh, you already figured it out in the other thread,congrats :)

Edited by LiQuiD911
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