SMTV ‐ Replacing Audio - mugenrei/mugenrei.github.io GitHub Wiki

Tools

AtomENCD, ACBEditor, PES Sound File (Optional)

unrealpak

Unreal Model Viewer

AES key: 0x5B23532568E0C4E82F4ABC7B22BCAC3599006FD106D9CD8AACD1BD4393FFDC61

Foobar's vgmstream component (Optional)

Guide

  1. With umodel extract the BGM packages from: Game\Sound\CueSheet\BGM to a folder;
  2. Then copy BGM.awb located on RomFS\Project\Content\Sound\Stream to the same folder you extracted the packages;
  3. You should now have a folder with BGM.uasset, BGM.uexp and BGM.awb inside;
  4. Open BGM.uexp with HxD Editor then on the text part search for @UTF, should be near the start of the file;
  5. Then select everything before @UTF and delete, you should now have a file that starts with @UTF;
  6. Go to file > save as… and save as BGM.acb;
  7. Now drag and drop BGM.acb on ACBEditor.exe;
  8. A folder should be created with adx files, these are the sound files;
    • Use Foobar2000 with the vgmstream component to be able to open adx files and listen them, otherwise use PES Sound to convert them to wav, if you want to listen them that way.
  9. Now you can grab any music you may have on your computer, cut it, edit then save as wav;
  10. Open AtomENCD.exe, load the file then change the settings, activate loop if you want your music to loop, PES Sound can do the same except for custom loop, by default it will loop the music when the music ends but if you want a custom loop:
    • You can use Audacity to get the loop timings;
    • Open Audacity, load the .wav, find where you think could be looped, then select the whole looping area;
    • Then on the bar below the timeline, on “selection”, open the drop down alongside the numbers and change it to “samples”;
    • On AtomENCD flip the switch to "Custom Loop";
    • Write the numbers on selection on "Start" and "End";
    • Close Audacity.
  11. You can then change any settings* you want on AtomENCD except "Codec";
  12. Now name your file the same as the file you want replaced and replace it*;

    *Before doing so notice the file size of your music or voice file vs the game music you want replaced, I personally got issues (mainly with voice files can't remember if I got with music) on the past by using files bigger than the one I'm replacing, if you file is bigger you can change the settings on AtomENCD to reduce bitrate (to like 44000 or 32000), unless you go crazy low on bitrate you won't notice difference, or you can play with the quality settings.

  13. Now drag the BGM folder to ACBEditor.exe;
  14. Now open BGM.acb and BGM.uexp with HxD;
  15. On the .acb file do a Ctrl+A and copy;
  16. Click before @UTF and then Ctrl+V;
  17. Now scroll down and select all the unchanged bytes until the very end, except the 8 last bytes C1 83 2A 9E;
  18. Right click and fill with zeroes;
  19. Save the .uexp, a bak should be created automatically;
  20. Now create a mod folder structure on the emulators or ftp;
  21. Transfer BGM.awb to RomFS\Project\Content\Sound\Stream;
  22. Then create the pak directory anywhere for the BGM.uasset and BGM.uexp for example: mod_name\Project\Content\Sound\CueSheet\BGM;
  23. Drag mod_name folder into the paking bat;
  24. Install like any other mod.