How does the Heboris bgm system work?

Thread in 'Discussion' started by orz, 13 Nov 2008.

  1. orz

    orz

    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?
     
  2. DIGITAL

    DIGITAL Unregistered

    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.
     
  3. orz

    orz

    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?
     
  4. DIGITAL

    DIGITAL Unregistered

    Whoops, I'm sorry, I meant to say that user-defined loop points are only implemented in MINI. UE loops from the beginning automatically.
     

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