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1,719 bytes added ,  17 December 2022
added a section on <BaseTrack2> because it doesn't seem to have been covered anywhere on the wiki; moved the section explaining the .aif suffix to the top level
(overall copyedit; updated/corrected Audacity instructions as of v2.3)
(added a section on <BaseTrack2> because it doesn't seem to have been covered anywhere on the wiki; moved the section explaining the .aif suffix to the top level)
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Note the double ".aif" suffix applied to the outputted files….
Note the double ".aif" suffix applied to the outputted files….


===The .aif suffix===
==The .aif suffix==
When you are replacing existing Oni sounds, note that all of Oni's SNDD resources possess a ".aif" suffix as part of their <u>actual resource names</u> (yes, even the WAV-encoded sounds in Windows Oni). So if you import them with a name like "SNDDgears.aif", the file suffix gets changed to ".oni" upon import by OniSplit, and you end up with a resource simply titled "SNDDgears" in-game. Oni will look for a sound titled "SNDDgears.aif", and nothing will play. Hence, we title the AIFF file "SNDDgears.aif.aif" so that OniSplit yields "SNDDgears.aif.oni" upon importing, which in turn produces the resource named "SNDDgears.aif" that Oni desires.
When you are replacing existing Oni sounds, note that all of Oni's SNDD resources possess a ".aif" suffix as part of their <u>actual resource names</u> (yes, even the WAV-encoded sounds in Windows Oni). So if you import them with a name like "SNDDgears.aif", the file suffix gets changed to ".oni" upon import by OniSplit, and you end up with a resource simply titled "SNDDgears" in-game. Oni will look for a sound titled "SNDDgears.aif", and nothing will play. Hence, you want to title an AIFF file "SNDDgears.aif.aif" and a WAV file "SNDDgears.aif.wav" – OniSplit will produce the file "SNDDgears.aif.oni" upon importing it, which in turn provides the resource named "SNDDgears.aif" that Oni desires.


==.oni file creation==
==.oni file creation==
===Via Vago===
===Via Vago===
Installation:
Installation:
* Oni/AE/AEInstaller2.exe > Tools > [[Anniversary_Edition/Installer#Tools|Manage Tools]]
* Oni/AE/AEInstaller2.exe > Tools > [[Anniversary Edition/Installer#Tools|Manage Tools]]


Usage: Oni/AE/Tools/VagoGUI/[[Vago (tool)|Vago.exe]]
Usage: Oni/AE/Tools/VagoGUI/[[Vago (tool)|Vago.exe]]
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===Step 3: Preparing the OSBD.amb===
===Step 3: Preparing the OSBD.amb===
Do you see the <BaseTrack1> tag? In this case it holds the link <font color=#AAAAAA>OSBD</font>c17_99_28konoko<font color=#AAAAAA>.grp.oni</font>.
Do you see the <BaseTrack1> tag? In this case it holds the link <font color=#AAAAAA>OSBD</font>c17_99_28konoko<font color=#AAAAAA>.grp.oni</font>. (See the [[#BaseTrack2|"BaseTrack2"]] section below for info on that tag.)


  <?xml version="1.0" encoding="utf-8"?>
  <?xml version="1.0" encoding="utf-8"?>
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* <font color=#AAAAAA>SNDD</font>c17_99_29konoko.aif<font color=#AAAAAA>.oni</font> ("Ready to lose?") (You can play sounds in Simple OniSplit GUI (Windows only).
* <font color=#AAAAAA>SNDD</font>c17_99_29konoko.aif<font color=#AAAAAA>.oni</font> ("Ready to lose?") (You can play sounds in Simple OniSplit GUI (Windows only).
* ''[...]''
* ''[...]''
"aif" is here part of the name, as explained under the section "The .aif suffix" above.
"aif" is here part of the name, as explained under the section [[#The .aif suffix|"The .aif suffix"]] above.


Permutations in .grp files are the reason why Konoko has multiple sounds that can play during the same taunt animation.
Permutations in .grp files are the reason why Konoko has multiple sounds that can play during the same taunt animation.
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* Put your files into a mod package.
* Put your files into a mod package.
* Test your stuff in-game!
* Test your stuff in-game!
==BaseTrack2==
You can also place a sound in the OSBD.amb's <BaseTrack2> and it will play in parallel with <BaseTrack1>. This allows you to play one music track continuously over another. An example of this is OSBDmus_xtr2, which is invoked in both the Shinatama farewell scene and the conclusion of the Dream Driver monologue. Its use of <BaseTrack1> and <BaseTrack2> leads to the high string note SNDDmus_xtr2hi.aif playing continuously over the melody in SNDDmus_xtr2_[1-6].aif.
The benefit of this live-mix approach is that you can use one of these tracks in isolation in other places, or in combination with another track; for instance, OSBDmus_choral1 calls for SNDDmus_xtr2_[1-6].aif to be mixed with SNDDmus_choral1.aif (except that this mus_choral1 piece doesn't exist and the OSBD is never called…).
Note that when combining music tracks, both tracks have to share the same <InSound> and <OutSound>. Thus, SNDDmus_xtr2endmx.aif was created to end the mix of SNDDmus_xtr2hi.aif and SNDDmus_xtr2_[1-6].aif, as opposed to SNDDmus_xtr2_end.aif which provides an end for only SNDDmus_xtr2_[1-6].aif when playing on its own.
Another use of <BaseTrack2> is ambient environmental sound; an example is found in Musashi Manufacturing Plant, where OSBDMP_ovalthings is used to play SNDDtransroom1lp2.aif on top of SNDDac3lp[1-3].aif when you get close to each of the eight oval things in the, uh, room with the oval things.
BaseTrack2 is even used in OSBDbarab_recharge to beef up Barabas' recharging effect by playing his recharge sound twice at the same time.


{{XML}}
{{XML}}