After a month of "studying" the game files, here some point I'm strugging with.
1. What "audio_soundbank_load()" function purpose is supposed to be?
I thought it was for adding soundbank without having to add its entry to "audio_banks.xtbl"...
but what ever the soundbank have a entry or not, no sound from this given soundbank can be executed.
It's like if the function was simply blocking the soundbank I try to call with it.
2. I'm interresting about adding new voice soundbank...
or at least adding new persona + voiceline combo to an already existing one.
Since minimaul soundbank builder wasn't able to correctly repack a voice, a spent my
pastime of the week studying the game voice soundbank files...
and created my own "builder".(build _media.mbnk_pc, _media.bnk_pc and .lm_pc)
I can change the wem used, the fileid, and the subtile:
These parameter don't appear to be "hard-coded", so it work well.
Then come the personaid and voicelineid.
I do can change them...but thee game won't magically consider new combo as a valid one.
I thought one of the voice/audio.xtbl files may be modified to do what I want.
So I cleared all all entry of a given file and tested.(rinse and repeat for all)
If "audio_banks.xtbl"(mute game) and "voice_control.xtbl"(audio position out of control) did cause some harm, all the other...
didn't cause any!(audio_events.xtbl, audio_external_sources.xtbl, audio_line_tags.xtbl, audio_personas.xtbl, voice_script_text.xtbl, voice.xtbl, voice_script_us.le_strings, voice_us.le_strings, voice_conversations.xtbl)
The .ctdg_pc?
Tried it too, and the voice are still fine.
I fear that what I try to change may be hard-coded directly to the game exe.
Am I wrong and simply overlooked a detail?
Update: I forgot to say that I play my sound with the "audio_play_persona_line" and/or "audio_play_persona_line_2d" function since I'm unable to get the the various "play_audio" function to work.
3. I'm interresting about creating mission/activity look alike.(boss battle?)
To do so, I need script objects.
Such object are only accessible through zone files.
The idea will be to get a new "zone" with all the object I need that I could swap when I trigger my "mission".
https://www.saintsrowmods.com/forum/threads/traffic-and-world-zone-questions.2526/page-2#post-21014
Theorically, I simply need to get my zone files and name it "old zone"^"name of zone swap".
If for exemple someone copy all the various "^dlc1_3c" (and their content), replace the "^dlc1_3c" by "^bingo123", update an asm file and pack everything...
A new zone_swap named "bingo123" and doing the same thing as the "dlc1_3c" one should be accessible.
Theorically...
but in practice, it don't work that way.
What do I need to mod for adding new zone swap?
Is it hard-coded directly to the game exe too?
4. I noticed that the "soundboot.vpp_pc"(only vpp of the game containing .mbnk files) can be removed without causing any harm to the game sound.
Do the game really use the .mbnk files? (I think not)
1. What "audio_soundbank_load()" function purpose is supposed to be?
I thought it was for adding soundbank without having to add its entry to "audio_banks.xtbl"...
but what ever the soundbank have a entry or not, no sound from this given soundbank can be executed.
It's like if the function was simply blocking the soundbank I try to call with it.
2. I'm interresting about adding new voice soundbank...
or at least adding new persona + voiceline combo to an already existing one.
Since minimaul soundbank builder wasn't able to correctly repack a voice, a spent my
pastime of the week studying the game voice soundbank files...
and created my own "builder".(build _media.mbnk_pc, _media.bnk_pc and .lm_pc)
I can change the wem used, the fileid, and the subtile:
These parameter don't appear to be "hard-coded", so it work well.
Then come the personaid and voicelineid.
I do can change them...but thee game won't magically consider new combo as a valid one.
I thought one of the voice/audio.xtbl files may be modified to do what I want.
So I cleared all all entry of a given file and tested.(rinse and repeat for all)
If "audio_banks.xtbl"(mute game) and "voice_control.xtbl"(audio position out of control) did cause some harm, all the other...
didn't cause any!(audio_events.xtbl, audio_external_sources.xtbl, audio_line_tags.xtbl, audio_personas.xtbl, voice_script_text.xtbl, voice.xtbl, voice_script_us.le_strings, voice_us.le_strings, voice_conversations.xtbl)
The .ctdg_pc?
Tried it too, and the voice are still fine.
I fear that what I try to change may be hard-coded directly to the game exe.
Am I wrong and simply overlooked a detail?
Update: I forgot to say that I play my sound with the "audio_play_persona_line" and/or "audio_play_persona_line_2d" function since I'm unable to get the the various "play_audio" function to work.
3. I'm interresting about creating mission/activity look alike.(boss battle?)
To do so, I need script objects.
Such object are only accessible through zone files.
The idea will be to get a new "zone" with all the object I need that I could swap when I trigger my "mission".
https://www.saintsrowmods.com/forum/threads/traffic-and-world-zone-questions.2526/page-2#post-21014
Theorically, I simply need to get my zone files and name it "old zone"^"name of zone swap".
If for exemple someone copy all the various "^dlc1_3c" (and their content), replace the "^dlc1_3c" by "^bingo123", update an asm file and pack everything...
A new zone_swap named "bingo123" and doing the same thing as the "dlc1_3c" one should be accessible.
Theorically...
but in practice, it don't work that way.
What do I need to mod for adding new zone swap?
Is it hard-coded directly to the game exe too?
4. I noticed that the "soundboot.vpp_pc"(only vpp of the game containing .mbnk files) can be removed without causing any harm to the game sound.
Do the game really use the .mbnk files? (I think not)
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