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Wyvern and Knight QTE cutscene files

- A Question for Sonic Frontiers.

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Game file names hurt my brain sometimes.

To give a rundown of the situation. The Sound Overhaul mod plans to have added voices throughout boss encounters for all languages present in the game. To which I've assisted in and managed to find a way to get some of the process achieved, however certain moments in the boss encounters that require player input from the QTEs are a bit more difficult.

For those unaware. Cutscene files in Sonic Frontiers are loaded through .usm files in the "Movie" folder. Studying through these game files as of late has revealed to me that the Titan encounters has a few of these, but most of their sounds are loaded through their unique boss files with labels to reference the cutscene file.

An example is Sonic turning in to Super Sonic in Wyvern's fight is cutscene is labeled: "bo2120"
There's a sound effect for it in "Giant02.acb", which is the sound file for Wyvern. 

I've looked through a bit more into the game files more, and realized I can load voice clips for certain cutscene moments in the boss fight by creating the aforementioned .usm files and keeping up with certain file names to have the game load them in.

An example of this would be Super Sonic's Grand Slam cutscene. It's labeled: "zev_dragon_sp_01" when I look through the scene folder. Those contain what I can assume is the raw animation in which the game loads up. I created a .usm file with the same and included extra audio files for language support.

Now with that explanation out of the way, here's a bit of a struggle that I've encountered.
 
In this small screenshot are 4 files containing the raw animations for certain segments of the fight. My challenge is in the following file(s)...

"zev_dragon_finish_01" is the final moment for Wyvern before Super Sonic defeats him. However, it's split in to segments with QTEs in between. I've tried and tested to make a .usm file to include voices for Sonic. The .usm file was loaded in and it worked. However, this bugged the QTE. Causing it to automatically fail the moment the game opens up for player input.

The task I'm making is to create .usm files to have Sonic's voice be heard in these specific moments while still playable. Sure, the voice audio can just be baked into the sound effects .acb file, but this means that the boss's .acb file would have to be repeated and toggle the language setting through the mod settings, then toggle the language setting in-game to reflect what the mod wants to accomplish. I'd like to not have to do that and rather use the .usm files to streamline the voices so that switching languages doesn't require restarting the game to apply a different language setting in the mod. Otherwise you'd have Sonic speak in Japanese, but then say... have Sonic randomly speak a different language because it's still reading the mod files of what you initially opened it in.

Based on this problem: I can assume "zev_dragon_sp_missile" and "zev_dragon_sp_psycho" may have the same kind of problem I'm encountering with "zev_dragon_finish_01".

This screenshot are the sound files for the QTE. Split in to 4 moments.

"Start" is obvious. "Judge" is the player input part where the player mashes the button to proceed. "Success" and "Failure" are as the name implies. You win the QTE, or you fail it and have to start the sequence over.

The "Success" part is the only portion I'd want to throw voices in, at least for now. I do not know how to go about having the .usm file play in only that specific moment. I tried following the same label from the sound, i.e. labeling it "qte02_success", in conjunction with the original cutscene name into the .usm file, by calling it "zev_dragon_finish_01_qte02_success.usm", and it doesn't work. What would I have to do to be able to have a .usm file play voices in those specific moments? 

Knight has a few Cutscene QTEs that act in a similar manner, so anything that can be applied to what I'm struggling on for Wyvern can possibly be applied to Knight as well. I know this is a bit of a lengthy post and it's my first time having to make a post like this. If there is anything I could do to overcome this hurdle, I can proceed with the rest of the files I have to make for the boss encounters.

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