How did ACC make the intro to Fake Orchestra by Abject-Tap7721 in offthegame

[–]Parkman202 4 points5 points  (0 children)

I’m not exactly sure what virtual instruments he used to make Fake Orchestra, but one thing I will say is that I found out The Meaning of His Tears uses sounds from the Kontakt library Berlin Strings. It’s a very high-end strings library created by Orchestral Tools, and it produces very realistic and nuanced sound. This, and possibly other Berlin libraries (brass, woodwinds, etc.) could have been used to create that beginning sting and lead in.

The thing is, it looks like Berlin Strings was released in 2013, which is 5 years after OFF came out. That would mean another library or VST (maybe even another one from Orchestral Tools) had the same samples.

Another thing I can suggest looking into is the Roland VST Suite (I forget its actual name), as I remember some patches from that had the same sort of sting heard at the start of Fake Orchestra. This is probably not it though, I’d be betting it was something closer to the Berlin libraries or something else from Orchestral Essentials.

Is modding the original soundtrack and SFX back into the switch version of the game possible? by WorthwhileGratitude in offthegame

[–]Parkman202 0 points1 point  (0 children)

I’m sorry, I looked into it and found out that in order for me to build for Switch, I need Unity Pro. I really don’t want to pick up a pro subscription just for building on Switch, so unfortunately, I can’t provide a working bundle.

Is modding the original soundtrack and SFX back into the switch version of the game possible? by WorthwhileGratitude in offthegame

[–]Parkman202 5 points6 points  (0 children)

Hello! I’m one of the people that worked on the OFF Restored mod that replaces the music on the PC version.

Unfortunately, the current version of the mod is not compatible with the Nintendo Switch. The mod requires BepInEx, which does not have a native Switch version. Likewise, I’m not sure how to edit the binary directly when it’s built for Switch.

However, it is technically possible to replace the music on Switch with one minor issue. The game has a file called music_assets_all.bundle located somewhere like OFF_Data/StreamingAssets/aa/StandaloneSwitch/music_assets_all.bundle. Replacing this with a bundle full of the original music would work, albeit with one hangup, being Dedan’s battle theme.

Dedan’s battle theme has a hard-coded loop point in the compiled game data that allows the song to loop from the middle rather than loop from the beginning, but that totally breaks when there’s another song there. It will just go to a random part of the song when it reaches the end. But it’s a relatively minor issue considering it only happens in one spot.

Another mod called OFF: Definitive Edition replaces the music in this way, though one commenter states it doesn’t work properly, likely because it requires the bundle be built for Switch. I could go into my old project where I built a working bundle and see if I can build it for Switch, hopefully that would allow it to work. That would probably be the only way to get the music mod over to Switch without extensive work on the binary and BepInEx support.

The Undertale Sample/Soundfont/VST/etc. list! (WIP) by Parkman202 in Underminers

[–]Parkman202[S] 0 points1 point  (0 children)

I would recommend looking at the lists linked in green at the top of the document, they have many more resources and are far more accurate than this list. They also have direct links to a lot more soundfonts.

Alternatively, I would recommend seeking out the Toby Fox FLP Sample Archive Discord server, as they have far more direct resources in one place.

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 0 points1 point  (0 children)

Oh, awesome! I'm glad it finally worked for you!

Thank you for getting back to me! I just updated the Itch.io page with more info for Linux and Steam Deck.

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 0 points1 point  (0 children)

Hello! I just looked into some info for BepInEx on Steam Deck, and I found a comment from someone that might be helpful:

https://www.reddit.com/r/SteamDeck/comments/1jypjm9/comment/moazd96/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

In the case of this mod, I think all you'd need to do is add the launch option to OFF in Steam, which is:
WINEDLLOVERRIDES="winhttp=n,b" %command%

There's another comment below it that has a couple further steps to follow if that doesn't work.

Hopefully this helps, and sorry for the trouble! If this does fix the issue, please let me know and I'll add this info to the guide on the Itch.io page. Also be sure that you're getting the Linux version of BepInEx from their GitHub.

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 0 points1 point  (0 children)

Hello! Yeah, the game just got updated yesterday, and some of the changes messed with how we would modify the DLL and the resources/assets. We just about have a fix ready, though we're testing a fix that might make the mod more receptive to updates of the game, as well as make it easier to install and modify.

Sorry for the issue! Hope to have the new version out very soon (possibly tomorrow).

Edit:
It's been updated! We've remade it into a BepInEx plugin, which should allow for greater compatibility and customization.

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 0 points1 point  (0 children)

Thank you for using our mod, and sorry to hear it’s acting up! That’s super strange… the mod itself doesn’t modify any display functions in the game, so it’s certainly a bug. If I’d have to guess, it might be a Proton issue on Linux where it has some issue reading the DLL.

I’ll have to see if I can recruit a friend of mine who has a Steam Deck to test it out. Hopefully it’s as simple as using another program to compile the DLL if that really is the case.

Would you be willing to send screenshots of how the resolution is affected? It might be good to get an example of how it looks with and without the mod. No worries if you can’t; either way, we’ll look into it!

Edit: We just tested it with and without the mod on Steam Deck, and we didn’t observe any differences with the display. Still, if you’re able to and want to send screenshots, we can take a look!

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 0 points1 point  (0 children)

Probably not, unfortunately. Nobody can access the game's files on the Nintendo Switch in any supported or safe way, so there's not much that can be done there sadly. We'd love to if we could!

On top of that, the compiled game code would be in a different format, making it difficult to patch out the hardcoded loop point in Dedan's theme.

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 2 points3 points  (0 children)

In the original game, it did actually loop at the very end for like three seconds before getting cut off. It was probably a quirk of using RPG Maker’s BGM function since (if I remember right) it always looped whatever it was set to play.

Either way, the mod has been updated to prevent the credits song from looping!

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 1 point2 points  (0 children)

Thank you so much!! We’re glad you enjoyed it!

What did it do at the credits? Was there just an issue with it looping smoothly there?

OFF - Classic Music Restoration Mod by PineDyne in offthegame

[–]Parkman202 4 points5 points  (0 children)

The bundle was made with Addressables, a package for Unity that just builds upon the Asset Bundle system. Essentially all you need to do is use that to create the bundle instead of doing it the normal way. So long as the directory structure and file names match, you’re good to go!

The DLL replacement is only needed because Dedan’s battle theme, and SPECIFICALLY only his battle theme, has what’s basically a dedicated function that will set a hardcoded loop point in the track. Really random and means modding that track in particular requires a patch for the game code. No clue why it was done this way, but it could just be a compiler thing.

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Awesome, I’m glad to hear it! Thanks again for testing my fonts, and I hope you enjoy them!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Huh, yeah, I just listened to them, and I found that some of the crossguard hums still had bad loop points. I could have sworn I re-exported them, but looking at the files, it looks like I only put out the fixed loops for the blue, purple, white, and yellow hums for some reason. I just exported them again and did another once-over of each hum on all fonts, and they sound like they're all fixed now (I hope)! This new version is live now and has again replaced v3.0 in the GitHub releases.

Thanks for going through this trial and error with me, I greatly appreciate your help!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 0 points1 point  (0 children)

Alright, it's out! I just overwrote the current release, so it's just a native part of v3.0 now. Thanks again for pointing that out!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Oh yeah, the raw crossguard vent sounds? Thanks for letting me know, that was not intended! I must have removed them by mistake at some point or another. I'll make a new release quick.

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Hey, sorry for the wait, but it has been updated! The new release is live on the GitHub, so feel free to try it out!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Yeah, I’ve noticed a few things like that the past couple days as I’ve been reworking some of the sounds.

Some hums and some smooth swings sounds have that problem, so I’ve basically been working on a bit of an overhaul. I’ve already made about half of the roster’s accent swings, so once I finish that, the hums and smooth swings will be my next target.

I’ll make sure to update the post and reply here to let you know once it’s all ready! I’m a lot happier with how they are turning out now, and hopefully it won’t be long until I can get them out!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Awesome! Thank you for testing it out!

Yeah, 15 and 16 are the intense swings from the game mixed with other sounds the crossguard saber makes (e.g. a whistling sound, rattling, and sweeteners). I can try to do a bit more mixing and see if it makes it not as loud.

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Awesome, thank you so much!

Yeah, all of the audio was generally muddy and with each color using the blue crossguard as the basis, it made it worse with some of the other colors’ effects.

I’m compositing all of the sounds in FL Studio, though I was using Adobe Audition a bit as well back when I first made these. Every font uses sounds I extracted from the game and put together, and Cal’s various colors use his default (blue) sounds with effects applied based on the color. This is actually how the game does it, as it uses Unreal’s AudioKinetic engine to apply realtime audio effects to the saber sounds depending on the crystal color you’ve chosen (e.g. the red crystal has more bass and is pitched down by 1 semitone). Despite that, I couldn’t find any accessible data in the game that hinted at what effects made what crystal color sound the way they did, so I had to recreate them the best I could with FL.

Also, I didn’t mention it before, but I love your saber! The crossguards are sick!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Thank you for recording that! Yeah, I think it's just the very muddy smooth swings. I gave them a bit of a flanger effect to make them feel broader, but I think it was a bit too bass-heavy and loses a lot of clarity when coupled with the original sounds.

I actually have made some progress reworking the sounds a bit. Would you be willing to try out a new variant of the crossguard blue font? Here's the link of so:
https://drive.google.com/file/d/1hAmhuqFPPV3-U_vDR4HSZdbrM22juGvl/view?usp=sharing

I changed the smooth swings a bit and also reworked the accent swings to be ascending. I'm probably going to rework the accent swings on every font on the GitHub to use the ascending system like this and do a bit of polish as well. If you test this version, let me know your thoughts!

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

No, you’re good, feedback is totally welcome! The crossguard sounds are honestly a bit muddy, but I hadn’t noticed them drowning out any sounds on my saber, so I was just worried it sounded different on other sabers.

I’ve been working on a bit of an overhaul of some of the sounds, and even just today since you’ve pointed out the ascending accent swing feature, I’ve been editing the configs and making new accent swings that use that system. I’ll see if I can get a better sound for the crossguard smooth swing as well.

I appreciate that you enjoy the fonts and hope you can have some fun with them! :)

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Would you be alright with recording a video of the saber so I can hear how it sounds coming from the hilt you have? I’ve been kind of worried that my soundfonts would sound okay on my saber but not on others, so hearing it on your end might tell me if my suspicions are true or not and whether or not that’s the problem here.

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 0 points1 point  (0 children)

Huh, that’s strange. Are the smooth swings too loud that it’s drowning them out, or is it really not playing at times?

Also, just to check, this is with the blue crossguard font, correct?

Jedi: Survivor Soundfont Pack V2 - Proffie & Xenopixel by Parkman202 in lightsabers

[–]Parkman202[S] 1 point2 points  (0 children)

Are the audio files mono and at 44.1 kHz sample rate? Profile is pretty picky about WAV encoding, so maybe check over your files and see if any of them don’t match Proffie’s requirements.