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 (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==  | |||
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,   | 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 > [[  | * 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}}  | ||