Importing Custom Music

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Revision as of 22:08, 24 February 2022 by Joey0980 (talk | contribs) (Finished guide)
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This guide will teach you everything you may need for importing custom music for your mod.

Prerequisites

Preparing our audio file

First, open your audio file in Audacity. It is preferred to use a FLAC, mp3, or a wav file.

Set the Project rate to 32000 Hz (This can be found in the bottom left corner of the window)

Now we are going to apply the normalize effect. This will make the audio as loud as possible (To match the game's audio) without causing distortions to the music.

In the window that opens, you can leave the settings as default and press OK.

Getting Loop points

In this section we will be finding the loop points so that our music will be able to repeat while playing. (You can skip this section if the track you are importing doesn't require a loop)

First, set the playback rate to measure in samples. This will be helpful later.

Now we are going to find two similar groups that we can use in our audio file.

To create a loop, right click the timeline and select "Loop On/Off". When you do this you'll note the looping region in the timeline.

Now you can drag on the timeline to create loop points.

When you find your loop points, you can press play to preview them. To get a perfect loop you should not be able to tell that the song looped, and it should sound as if the song just continued playing.

Now, we are going to select our looping area in our audio.

After you have done that, keep note of the selection sample size. We will be needing this later when we import our audio.

Exporting our file

You will need to export as a WAV file.

Importing into citric

First we will open our game's bfsar. This file is located in /content/CAFE/sound/cafe_redpro_sound.bfsar and holds all audio used in the game. You can open it with File -> Open

Important notes before we start

  • Citric composer is very buggy software as it has been abandoned by it's developer. There will be frequent crashes.
  • Your entire bfsar cannot go above 243205816 bytes. Since the game loads this entire file into memory, it allocates a specific size for it. The file can always go below it, but if it goes above it will cause issues. If you need to free up space, replace


In this tutorial we are going to be replacing the desert music.

All music tracks are found inside Wave Archives. You can open the dropdown menu to reveal them.

The desert theme is WARC_13_GUESS_GROUP_BGM_SABAKU, so we will be opening that Wave Archive. You can do this by double clicking on it.


Once you are in the war browser, we suggest you do not use the sound player on the side. It can cause a likely crash.

You can click to expand the waves inside the archive.

Double click the first wave in the list. This will usually hold the base track of the music we are trying to replace

Now you can import your wav file that we exported from Audacity in the last section. (Edit -> Import file OR Ctrl+Shift+I)

Once you have imported your file, select Project Info.

Now you can enter the loop info you found before. Once you have entered it you can hit Update Project Info then you can listen to it to make sure it sounds good.

You may need to expand the Citric window if you cannot see the Update Project Info button.

Now you can hit Ctrl+S or File -> Save to save your file.

Once you have done that make sure to go back into the war browser, save, then save the file in citric.


You are now done! You can preview the file in-game.