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This branch implements "properly" looping BGM/SFX (well, the engine side of it. Each file needs to be prepared for looping if it doesn't already loop seamlessly.).
Background
brotherelric on discord approached me last year, basically saying they wanted to implement proper looping for Higurashi, and asked if I could do the engine side of things, and they could do the BGM/SFX processing side of things.
Work stopped for a long time while they were busy, but now we're back into it. I decided to make this PR to keep track of the branch where I had added the BGM/SFX looping function.
Overview (to be completed)
Each BGM has:
Below to be filled in properly later...
Below is my comment from discord. But it's not finalized, may have other changes
Notes
Insert google sheets we're using to keep track of BGM/SE here
Details
Ok so I've tested what we discussed, and everything seems to work, however I would like to use a slightly different naming scheme:
msys02.ogg
0
, according to the suffix. Egmsys02_0.ogg
,msys02_1.ogg
will play in that order one after another, then it will playmsys02.ogg
(no suffix) forever.f
rather thany
, egf
stands for fullTo make it clear, the two files you sent me should be renamed:
msys02_0.ogg
(intro)msys02.ogg
(loop, starts with offset = len(intro) the first time only)msys04_0.ogg
(intro)msys04.ogg
(loop, starts with offset = len(intro) the first time only)And some more hypothetical examples:
msys99_0.ogg
(intro 1, played first)msys99_1.ogg
(intro 2, played second)msys99.ogg
(loop, starts with offset = len(intro 2) the first time only)And for doing 'full' playback with the
f
suffix:msys99_0f.ogg
(intro 1)msys99.ogg
(loop, starts with offset = 0)