Blade Symphony

Blade Symphony

Blackmarket Armory
Make your own masks, swords, and other content and upload them to the game, viewable immediately by other players.
Learn More
Don't know next time I'll see Fug or Kindred online, so reporting a bug
7:17 AM - fug4life: and upload to workshop as a client mod it'll read your file first
7:17 AM - fug4life: which is good!
7:18 AM - Mr. Woof Barks: ???
7:18 AM - fug4life: i.e the file structure you make in workshop for any workshop files
7:18 AM - fug4life: will overwrite the games

Ideally, after having successfully made announcer swaps in the workshop, and Dragon said he was having issues and asked me how to upload a FLAC file to the workshop.
Well, I started going through the steps.

As above Fug explained how the workshop files work, where if you have them in your workshop folder and match the directories, they will over-write the game's files with the ones from the workshop.

I.E.
C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\sound\common\announcer <------ Workshop folder directories

C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\berimbau\sound\common\announcer <------ Base Game Folder directories

Granted this worked for swapping out the announcer sound files, but when trying to make a music swap/addition, it breaks.

Basically even after you set up the proper directories, there's something that happens on the download where it isn't overwriting or properly placing the files

I checked this because on upload it uploads the flac file, download it downloads it as the workshop item, but when you try and get it to work, it fails.

Not sure what causes this, but this prevents making workshop items that are based around the music files (the FLAC Files), forcing people who want to have custom music in the game use alternative methods (I.E. Downloading the music they want, downloading audacity, opening it up in audacity, then exporting it as a flac file and tossing it with the other music files via game_startup, game_startup_2, and so fourth.)

Ultimately if people still want to have custom music, they can do it. Just has to be done manually, so it loses the convenience of having it as a workshop item.

I would have already told Fug or Kindred, but both of them were offline after I got through testing to try and see how to fix it.


Last edited by Potato Doge ( ★ ★ ★ ); 20 May, 2015 @ 6:17pm
< >
Showing 1-4 of 4 comments
jes 17 21 May, 2015 @ 2:21pm 
Blade Symphony is extremely finnicky when it comes to custom sound files.
Originally posted by jetser ₪:
Blade Symphony is extremely finnicky when it comes to custom sound files.

I'm about to have to fix my first announcer pack in a bit once I get the new one uploaded
I found out that the sound files need to be the same length otherwise it makes a popping/screeching sound that is horrible.
im a great cool 24 May, 2015 @ 2:45pm 
Originally posted by Gun Wolf:
Originally posted by jetser ₪:
Blade Symphony is extremely finnicky when it comes to custom sound files.

I'm about to have to fix my first announcer pack in a bit once I get the new one uploaded
I found out that the sound files need to be the same length otherwise it makes a popping/screeching sound that is horrible.
Good luck. even when I match the length it still screeches with some files.
Originally posted by Sentient:
Good luck. even when I match the length it still screeches with some files.

Well, Fug actually helped me out with figuring out how to get it to complete work before uploading to workshop.

Basically my current announcer pack has round1, and round1_2, them being "The wheel of fate is turning" + "Rebel 1" as there is no pre-round announcer sound.

It works on my end with no popping, no screeching, and it rotates properly.

You basically have to rebuild the sound cache, which I did it like this

snd_rebuildaudiocache then snd_updateaudiocache

So to put it short, if you wanted to have it done the old fashion way(I.E. with uploading the mod then having someone download and input the files in the right spot), you just give them your master sound cache, the files, and the script file with the updated rotation and everything works correctly.

I was/am actually planning on doing a complete sound overhaul but I'm waiting to see on if I can reproduce the same no issue effects AFTER uploading it to workshop with everything(Master Sound Cache, Modified Script File, Sound files).

If not I could theoretically upload everything and have people do stuff the old fashion way, but I'm not up to dealing with it being completely self-marketed with the fact that the workshop page would really not have a download at all, and it would just be a link page to the actual download page.

Or I could figure out how to extract everything from the .vpk file or whatever the workshop file is, I've seen the technique done a few times with gfcscape or whatever that is for Music files. And I was planning on doing that while uploading some music files for Blazblue as that was actually requested, but my internet has 0.5 MB/s upload speed, so just uploading 1 music file can take a long time.

Either way, the game itself has no issues with you modding it if you do it right for the sound/music stuff (Make sure bitrate + length is right, then rebuilding/updating master sound cache), but workshop doesn't like flac files, and I haven't had anyone tell me that the stuff on the workshop is working 100% with no issues (The biggest two issues is crackling/popping sounds that are slightly annoying + sound rotation not working right, probably as a result of workshop not working well with sound cache files/and/or script files.)

Although it not working with script files is ♥♥♥♥♥♥♥♥♥, considering all the hp bar mods work perfectly fine unless you break the modding rule of "never download everything and anything", because at a certain high number, workshop ♥♥♥♥ breaks a lot.

I.E. someone said my announcer pack wasn't working at all.
It was because they had too many mods.
< >
Showing 1-4 of 4 comments
Per page: 1530 50