100% Orange Juice

100% Orange Juice

Not enough ratings
[CrossOver Guide] Audio & Voice Mods help
By kmyc89
Supporting material for a existing guide, about Sound and Music moddifications.
   
Award
Favorite
Favorited
Unfavorite
Introduction
This is the third and last guide about mods.
Like in first two parts, a lot thanks to the authors of this guide:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2189405817
with the difference: I'm not going to copy entire lines of tables - I will refer to the sections,by:
!-->Go to: "XY" in the Main Guide

It is not required to have any program to edit audio files, and this is not a tutorial about Audacity.
Important notes
0. I distance myself from piracy. Please use non-commercial music and SFX files in best case.
1. File formats:
  • Sound effects- WAV
  • Voices- WAV
  • Music- OGG
If you not like to search for example "mp3 to ogg online converter" - download for example Audacity- at least you know it is 100% safe (and you have a tool).
( I do not give any opinion opinion about a recommended YouTube converter)
2. Unlike mods with pictures - what one person hears and every other person may differ . You may ask a friend to test your audio mods (too quiet/loud). The 'good' think is: your code don't need to be change- you only gonna replace the file(s) .
3. I am gonna present only two audio mods for this guide. I have no mods to share to the workshop.
4. Restriction : Please do not use my nick.
Let's get started
You have to find the "mods"-folder on your PC. If you are running Steam:
Here we go:


Inside, create a folder (name doesn't matter)

Code 'templates'
Once you understand the structure of the code- it gonna be easier for you to add more parts/elements (by adding a comma (,) in between) .
Keep in mind the Main Guide (mixed elements for example).

Code for the Sound:
{ "ModDefinition": { "name": "Your Mod name here", "description": "Describe [for Fruitbat Factory ] about what is your mod", "author": "Your Nick/Name", "system_version": 2, "changelog": "Initial release." }, "ModReplacements": { "sound_effects" : [ "THATfileNAME.wav" ] } }
Code for the Voices:
{ "ModDefinition": { "name": "Your Mod name here", "description": "Describe [for Fruitbat Factory ] about what is your mod", "author": "Your Nick/Name", "system_version": 2, "changelog": "Initial release." }, "ModReplacements": { "voices" : { "character": [ "voice_cha_UNITXY" ] } } }
Code for the Music:
1) Unit's theme:
{ "ModDefinition": { "name": "Your Mod name here", "description": "Describe [for Fruitbat Factory ] about what is your mod", "author": "Your Nick/Name", "system_version": 2, "changelog": "Initial release." }, "ModReplacements": { "music": [ { "unit_id": "?UnitID?", "file": "music/YOURfileNAMEhere"} ] } }
2) Event:
{ "ModDefinition": { "name": "Your Mod name here", "description": "Describe [for Fruitbat Factory ] about what is your mod", "author": "Your Nick/Name", "system_version": 2, "changelog": "Initial release." }, "ModReplacements": { "music": [ { "event": "EVENT_NAME" ; file": "music/YOURfileNAMEhere" ] } }

Examples for the codes in the next sections
[1] Sounds mod preparing
!-->Go to: "Sound effect filenames" in the Main Guide
To get the name(s) of the file(s) you want to replace.
Sample: Norma clear conditions weren't met



















The code:

[2] Voices mod preparing
!-->Go to: "Voices" in the Main Guide
To learn the diffence between character and system voices
Get lines informations
From the folder "data" , you can copy and paste the file "define.PAK" file and open with a Archiver tool, like 7-ZIP:

You cannot open voiceXY.pak files, but at least you get all lines .
The lines
for instance QP in english:

Important: the order of this quote is the same you can listen in the Gallery:

About files indexing- according to the Main Guide : "Use card 1" should be "1_0.wav" etc.
Prepare the files into the folder(s)
Let's say you want to replace "Dice roll 3" (0_2.wav) and "Use card 1"(1_0.wav) from QP- our folder gonna need the same name, like the PAK file:

This is how it should look like:

And the code:
As you see- the green part isn't complex.
[3] Music mod preparing
!-->Go to: "Music"(including "Events") in the Main Guide
!-->Go to: "Unit IDs" in the Main Guide
To know, which Unit's OGG file have to be replaced.
Add your custom music file
Name doesn't matter*


*Please be careful with your vocabulary and the images you use - Fruitbat Factory may monitor.
[3] (optional) Music mod : About the Loop point
This section is for everyone, which don't want use for example a 10min or longer music file,
and know, when the audio may loops very well (from this Point into the end).

The majority having audio files with 44100Hz sampling rate:
In 1 second of audio, there are 44100 pieces/samples. Numbered.

If you want, that your track starts to loop for example from 12 seconds and 345 miliseconds:
all you need is to multiple 44100Hz by this time (note: Hz = 1/s):
44100 Hz x 12.345s = 544414.5 ~ 544414 or 544415

In the code section "music" you gonna add after a comma (,) the "loop_point": value:
"music": [ { "unit_id": "chris", "file": "music/happybdaytest", "loop_point": 544414 } ]

Without this: it is zero (aka: it starts from total begin)
CLIMAX: Create your mod
Once your done with the code (sound and/or music and/or with more (cards and units)):
  • Save and close your txt file.
  • Copy and paste.
  • Change into "mod.json"
If the file extension is hidden for you, and you using Window 10- please check this video:
https://www.youtube.com/watch?v=b0P6DFadV7I
The fruits of Work
Launch the game and check if all works (you can visit the 'Mod'-section in the setting, to see if you not got json errors)

Depend what you create:
1. You can check via settings:
2. You can check via gallery:
3. Or in-game.
Results from above
Sound effect:











QP's 'voices' :










Chris' theme replaced (loop point at 6s, and total time : ~30s, according to Audacity. Not well)
Optional: Workshop
If you are happy with your mod and want to share with the community, you need to make a "preview.png"-file (resolution depend on you), in your Mod-file.

Once you have uploaded successful- a Browser window pops .
Unlike pictures- you need to share something to listen:
The video you add later in the Workshop via Steam don't need to belong to you (YouTube link)
Last words
If some steps are not understable- you may check my other guides, which have much more pictures (like about: how to upload into workshop):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2405852833
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2409954326
Unless I may enrich this one, but always keep in mind the Major Guide.

Now you may can create a full Mod (sounds, voices, music, cards and units), like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2232960170

Recording program: press the keys WIN+G (from Microsoft)
Hope I could help,
Chris
24 Comments
kmyc89  [author] 14 Nov, 2024 @ 7:40am 
I do recommend using Steam in browser .
You gonna need to open this guide and the main one.
Optional: "CTRL+F" for fast searching.

My point wasn't to copy-paste big parts - only to give additional informations between from me.
KLGB76 14 Nov, 2024 @ 4:51am 
Can you change the text that is shown when a line is being said?
kmyc89  [author] 29 Dec, 2023 @ 1:23pm 
Different units--> the code triggers to turn on a different file .
Since in our case Kae and Kyoko having the same custom-file- it starts from begin.
Solidus 29 Dec, 2023 @ 1:12pm 
However, you got me intrigued and got a new question:

4.- What would happen if multiple characters would get the same song? Say I use the same file for Kyoko and Kae, don´t know to begin with that if in the same line, separated with commas, I can pick the id of both characters. And if it is succesful, would the track keep playing if any of the two characters got their norma, or would the track stop and start again?

For example, again using Kae and Kyoko with the same track:

>Game starts, Poppo is player 1 and her BGM plays
>Kae normas, Poppo's BGM stops and the BGM I used for Kae plays
>Kyoko normas... will the BGM keep playing, or will "Kae's BGM" stop and then "Kyoko's BGM" starts?
Solidus 29 Dec, 2023 @ 1:12pm 
@1: I figured it out that much, but still asked in case I missed something haha
@2: Ew I don´t wanna do that, because I'd need to go back and turn off and on the mod whenever I get tired of the BGM. What I wish is that there was a toggle function in the lobby so those maps with an intro BGM would play all the time or as in #1, hence why I posted on the thread.
@3: I believe is the same issue as in @1, Intro BGM for the rest of the boards is not programmed. I cannot place a track on, say, Practice Field, that works like the intro for the most recent maps.
kmyc89  [author] 29 Dec, 2023 @ 12:24pm 
@1: There is a reason I not quote this line -aka: I did the "(...)" .
The Devs would need to write a new code, I guess
@2:
2.1) You gonna need the music as file
2.2) You gonna hard-write a code, where every Units' theme gets replaced
@3: Following the main Guide, under "Music" - if no bug happens- all you missing (probarly) are 4 field OSTs to be replaced.
Solidus 29 Dec, 2023 @ 11:50am 
[quote=kmyc89;4034727620344612042][quote=Solidus;4034727620344569046](...), and to have only the intro BGM to play through the entire game.

Also, intro BGM for all the boards. [/quote]
In theory, you could make yourself a mod.
(self promo) Perhaps try my guide
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2428609412 [/quote]

Uh... but how do I do what I asked? I know how to replace tracks and such but:
1.- How do I make it so the intro BGM of the boards play when someone reaches Norma 5?
2.- How do I make it so the intro BGM plays the entire match instead of being replaced by the characters BGM?
3.- How do I put intro BGM to all the boards?

Is any of those options possible with the current tools?

(Asking here to not derail the main thread)
kmyc89  [author] 8 May, 2023 @ 10:45am 
Refleshing or something , but hey - nice to hear you are happy :Dragonia_expression2:
FurretX 7 May, 2023 @ 1:10pm 
I'm not sure why, but after re-exporting the sounds again, they work now.
I don't get why it didn't when I exported it the first time, but it works now.
kmyc89  [author] 7 May, 2023 @ 2:56am 
If your code is working and Maynie is silent - your audio files are the problem, since your mode loading correct. And we both are sure, you not mute her in the settings