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craventrio
Joined: 18 May 2008 Posts: 1227 Location: uk
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Posted: Fri May 30, 2008 8:01 am Post subject: Where are the channel descriptions for moggs stored? |
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The moggs seem to have a very variable number of tracks (I've seen between 4 and 14), and even when two songs have the same number of tracks they don't always use each track number for the same purpose (eg "6 drums, 1 bass, 2 guitar, 2 vocal, 2 rest" vs "5 drums, 1 bass, 2 guitar, 1 vocal, 2 rest, 2 audience")
So surely the game stores somewhere a description of what each track in a song is for:
- whether it is left channel, right channel or mono (or possibly pan/gain?)
- whether it is drums (and which of the 5 drums it maps to), bass, guitar, vocals, the rest of the band or the audience.
Does anyone know if these are stored in the non-standard parts of the mogg file, or separately somewhere else? vorbisfile (which audacity successfully uses to import all the channels in the mogg as mono tracks) doesn't seem to have any way to access any more information from the files. The midi files don't seem to contain enough information for this (maybe it's hiding cryptically in events or something like that though?).
GH2 for 360 used multi channel ogg files too didn't it - so how was it done there? There were customs for 360 too so people must have been able to generate ogg files that it understood. |
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TNTX
Joined: 26 Oct 2006 Posts: 1069 Location: Grand Island, NE
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Posted: Fri May 30, 2008 11:43 am Post subject: |
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MOGG discussion is generally forbidden, but as we have generally the same thing with our VGS files, it should be alright.
0, 1, 2, 3 - Drum parts. Always. Even 29 Fingers has all 5, because you can free-style before hand. All are Left/Right. Not sure where the kick is.
4 - Bass Parts, Bass, or Left/Right, depending on your setup.
5, 6 - Guitar Parts, Left and Right
7, 8 - Vocal Parts, Left/Right, Not all songs have 8.
Anything else is 360/PS3 exclusive, and I wouldn't know.
This gives us our 8- or 9-channel audio. Since the majority of songs on here are Master Tracks, this doesn't pose a problem. But for customs, we don't usually have Master Tracks. What's been suggested for this is to stick the audio into tracks 7 and 8 and leave the rest blank, so the audio plays no matter what unless your singer fails. _________________
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GameZelda
Joined: 30 Mar 2007 Posts: 1705
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Posted: Fri May 30, 2008 12:27 pm Post subject: |
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Check songs.dtb, in the PS2 versions of GH/RB the channel descriptions were stored here. _________________
(Ok, I failed to do it in 24 hours... ).
GH:WT-PS2 Customization Progress
[ 100%] Make it work (w/songs loading) in a DVD5 (thanks psychospacefish!)
[ 100%] Modify audio (Finally done 25/11/2008)
[ 100%] Modify charts (Done 26/11/2008! Customs finally ) |
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pksage
Joined: 20 Dec 2006 Posts: 890 Location: Midwest, USA
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Posted: Fri May 30, 2008 12:55 pm Post subject: |
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GameZelda wrote: | Check songs.dtb, in the PS2 versions of GH/RB the channel descriptions were stored here. |
Yeah, it's almost certainly in the DTBs. I doubt Harmonix would change how they code this kind of thing unless they had to. |
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laconic
Joined: 24 Jan 2008 Posts: 243 Location: Saint Peters, MO
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Posted: Fri May 30, 2008 2:42 pm Post subject: |
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TNTX wrote: | ...
0, 1, 2, 3 - Drum parts. Always.
... |
My tests show this to be wrong (at least on 360 version). Most of the time, drums have 4 channels: bass, snare, cymbals/toms (left), cymbals/toms (right). Sometimes there are less than 4, Sprode has 2 (drums (left) and drums (right)). Sometimes more than 4, Rock Rebellion has 5 (snare (left) and snare (right)).
So you could probably make a 6 channel audio file with the first 4 channels blank and the song in the last two. Then set the dta up as so...
Code: | (tracks
((drum 0)
(bass 1)
(guitar 2)
(vocals 3)
)
)
; DMS BAS GTR VOX TRACKS
(pans ( 0.0 0.0 0.0 0.0 -1.0 1.0 )) |
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TNTX
Joined: 26 Oct 2006 Posts: 1069 Location: Grand Island, NE
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Posted: Fri May 30, 2008 3:08 pm Post subject: |
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Ah, these audios are quite confusing. All of the on-disc songs seem to have 0-3 for drums, always. I think the only exception I've seen is worstcase, which has 0-4, and 2 channels beyond that for each instrument. _________________
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MCP
Joined: 09 May 2007 Posts: 162
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Posted: Fri May 30, 2008 3:52 pm Post subject: |
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For inserting the audio parts into the vocals (7 and 8 depending on the song), that would if the singer failed, the audio would be gone. However, if we stick the audio into both the vocals and guitar parts, this would mean that both would have to fail for everything to stop playing? Is this right or even possible and how would the disc size change if we did this? |
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kevnin
Joined: 14 Jul 2007 Posts: 511 Location: 202 / 904 on occasion
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Posted: Fri May 30, 2008 4:10 pm Post subject: |
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tntx:
open up your ps2 archive, go to songs\songs.dta. open it in notepad.
ctrl-f, search for "bass (2" and you will realize that some songs use only 2 channels for drums. some songs use one or two channels for bass and guitar. some songs use two channels for vocals. there is only one song in the ps2 version that REFERENCES all nine channels in the dtb's, but they ALL have and use all 9 channels. if it's not referenced in the dtb under songname/song/tracks then it's played as background audio. in the dta (uncompiled) the comments are there so you can see specifically which drum is with which channel.
in the 360 version, there's even more variation because they often use more than 9 channels. |
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LocalH
Joined: 30 Oct 2006 Posts: 1400 Location: MiloHax
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Posted: Fri May 30, 2008 5:09 pm Post subject: |
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TNTX wrote: | MOGG discussion is generally forbidden, but as we have generally the same thing with our VGS files, it should be alright. |
Encrypted MOGG discussion is forbidden. The game accepts unencrypted MOGGs (or for that matter, as I understand it, anything that's encrypted will also work unencrypted, which is an implicit nod to the custom scene =P). _________________
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craventrio
Joined: 18 May 2008 Posts: 1227 Location: uk
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Posted: Fri May 30, 2008 7:31 pm Post subject: |
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Yep, there's a lot of variation in number of channels in the 360 moggs and some don't have ANY drum or guitar tracks (the short versions that are only for solo vocals). Maybe you won't even need empty tracks in customs?
songs.dtb has it all in, including pans and vols, thanks for the help. |
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ccfman2004
Joined: 09 Jan 2008 Posts: 152 Location: New York, USA
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Posted: Wed Jun 11, 2008 7:50 pm Post subject: |
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How do I parse the info in the songs.dtb file? |
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kevnin
Joined: 14 Jul 2007 Posts: 511 Location: 202 / 904 on occasion
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Posted: Wed Jun 11, 2008 7:57 pm Post subject: |
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if you're just curious to see, you're better off using the associated .dta file which is always in the directory above the .dtb file and opening that with a text editor (i like notepad).
if you want to edit them, you'll need xorloser's modified version of Nachyoz' dtb editor (and you'll have to google for xorloser, because linking to his tools is forbidden due to other possible uses) |
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ccfman2004
Joined: 09 Jan 2008 Posts: 152 Location: New York, USA
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Posted: Thu Jun 12, 2008 3:07 am Post subject: |
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Thanks, I already had xorloser's site bookmarked.
besides his site is just his name plus .com |
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craventrio
Joined: 18 May 2008 Posts: 1227 Location: uk
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Posted: Thu Jun 12, 2008 10:45 am Post subject: |
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kevnin wrote: | if you're just curious to see, you're better off using the associated .dta file which is always in the directory above the .dtb file and opening that with a text editor (i like notepad). |
Hmm I've not seen any .dta files. You mean outside the .ark files? The .dtb was easy enough to find out how to read, but an easy plaintext version is always handy though. |
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TNTX
Joined: 26 Oct 2006 Posts: 1069 Location: Grand Island, NE
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Posted: Thu Jun 12, 2008 12:02 pm Post subject: |
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craventrio wrote: | Hmm I've not seen any .dta files. You mean outside the .ark files? |
Code: | .\
-[songs]
--songs.dta
--[gen]
---songs.dtb |
Somewhat like this. _________________
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