I couldn't seem to find any threads about this and I've been wanting to put together a soundpack for myself. I was wondering: -does it use loops? -what sections are each bgm for? -how should said bgm files be named? -what format works most efficiently?
Code: 01. bgm01.wav : BEGINNER mode, MASTER mode Lv0-499 02. bgm02.wav : MASTER mode Lv500-699 03. bgm03.wav : MASTER mode Lv700... And DEVIL mode Lv0-499 04. bgm04.wav : DEVIL mode Lv500-699 05. bgm05.wav : DEVIL mode Lv700-999 06. bgm06.wav : DEVIL mode Lv1000+ 07. ending.wav : Staff roll in MASTER,20G and DEVIL mode 08. ending_b.wav : Staff roll in BEGINNER mode 09. tomoyo.wav : TOMOYO mode normal stage 10. tomoyo_ex.wav : TOMOYO mode EX-stage 11. vsmode.wav : VERSUS mode 12. title.wav : Title screen 13. select.wav : Mode select 14. nameentry.wav : Name entry and results 15. tomoyo_eh.wav : TOMOYO mode E-HEART stage 16. tomoyo_eh_final.wav : TOMOYO mode E-HEART final stage 17. fever.wav : ??? 18. mission_ex01.wav : MISSION mode No.1 19. mission_ex02.wav : MISSION mode No.2 20. mission_ex03.wav : MISSION mode No.3 Looping is implemented in MINI. As for formats, I personally prefer WAVs.
If looping is only implemented in MINI, what happens in UE when the file is done playing? If I manually make a loop will it work out?
Whoops, I'm sorry, I meant to say that user-defined loop points are only implemented in MINI. UE loops from the beginning automatically.