*FOR PEOPLE WHO CAN'T LISTEN TO THE AUDIO IN FMODEL* Extract the zip file that is inside of FModel\Output\.data all the contents inside the zip file should now be inside .data
@@Rodniikun you mean i export 1 intro , and then the rest ? , but still you can hear both musics the original and the desired merging . could you explain what is the purpose of this step except i think the 16 bit thing ?
trying this out myself but im kinda stuck at 2:57. i cant play the music via the player to test it. it also says encoding unknown. not too sure if you know what causes that.
@@bryanbluez1053 i figured it out. go into your fmodel folder. then output then .data and right click the file called vgmstream-win. press extract file here. that will give you all the files in that same folder extracted. try again after that. should work now. that helped me atleast
@@Madara-en9oi @bryanbluez1053 I found, go to the place where audio is exported (should be "output" by default), inside, you will find a zip file, extract it, then it should work
For what worked with me, follow Rodniikun’s steps when *setting up* the Audacity portion of the video. After you split/splice the audio sections to match the format of the structure to the original in-game song, you’re going to do TWO separate audacity exports (In my case anyway). One exported track will only contain the INTRO part of the song structure that you export as one file. The second audacity export should contain the rest of your desired song aka what will be LOOPED (It should be the rest of the spliced part of your song separate from the intro dragged to the beginning of the audacity timeline). You can then resume following the guide from there as the final PAK file will have both after you convert them through the Wwise application. It's a bit crude because the loop requires tweaking to be flawless/seamless for my songs, but having it start and run through correctly once makes me happy enough.
@@lune-3214 I'm no master at this whole thing I literally learned all of the the day before I made this. I just wanted to have something out because no one was willing to make anything
@@RodniikunMy bad, I didn’t mean to knock on you if it came across that way. The tutorial was super helpful regardless. It just took me a bit of time to wrap my head around but I’m glad I did. Thanks again!
when i got to audacity i followed the part where you put loop and intro id but they both on 2 different compared to when u have a blank line im so lost
like i have 3 different audio lines (loop intro and my song do i mute the sound of the intro and loop idk im just confused on just this part of the video
@@Rodniikun man i have the same problem, i checked the documents, the game folder, my mod folder, windows folder is nowhere, is there a way to find it?
@@raijin7707 HAHAHA yeah I agree. Lots of sht needs to be done first. I agree that it's too much steps for just putting in a music that you want to hear ingame.
*FOR PEOPLE WHO CAN'T LISTEN TO THE AUDIO IN FMODEL*
Extract the zip file that is inside of FModel\Output\.data
all the contents inside the zip file should now be inside .data
saved my ass, thanks bro
i will defenitly try this . thank you for your effort 2
Im stuck at playing audio files from FModel, i cant play music via the player , it says no audio on every wem file
same
did you figure it out? please let me know thanks
Someone fixed that issue on the modding discord. Use the link idk how to fix it I've never had that issue.
Audacity bit was so unclear on the export bit
ok i was able to do it, but for some reason my song keeps going quiet when it gets to the first loop, do you have any idea what could it be?
is there a video you can show for announcer mods i would like to make my own announcer mod for my friends
meu FModel não toca AUDIO
hey please fix your links , we cant get to them . Thanks
verifying my channel.
Why do you have to make this video like in a hurry
so do you place ur pak in mods folder ? cause i did and it didnt play the audio i desired
Sir , the Audacity part is not clear . if you combine both files the music also combine . should i mute the first ones ?
You save the parts as different files
@@Rodniikun you mean i export 1 intro , and then the rest ? , but still you can hear both musics the original and the desired merging . could you explain what is the purpose of this step except i think the 16 bit thing ?
trying this out myself but im kinda stuck at 2:57. i cant play the music via the player to test it. it also says encoding unknown. not too sure if you know what causes that.
same here
did you figure it out? please let me know thanks
@@bryanbluez1053 i didnt sadly. i kind gave up xD
@@bryanbluez1053 i figured it out. go into your fmodel folder. then output then .data and right click the file called vgmstream-win. press extract file here. that will give you all the files in that same folder extracted. try again after that. should work now. that helped me atleast
@@Madara-en9oi @bryanbluez1053
I found, go to the place where audio is exported (should be "output" by default), inside, you will find a zip file, extract it, then it should work
my Fmodel wont play the audio
So there's no way to consolidate all the tracks for each stage into one .pak file - like with the T7 Jukebox Tool? You gotta do it one-by-one?
gotta do one by one
No audio file
The audacity part was a bit confusing...
Which part?
For what worked with me, follow Rodniikun’s steps when *setting up* the Audacity portion of the video. After you split/splice the audio sections to match the format of the structure to the original in-game song, you’re going to do TWO separate audacity exports (In my case anyway). One exported track will only contain the INTRO part of the song structure that you export as one file. The second audacity export should contain the rest of your desired song aka what will be LOOPED (It should be the rest of the spliced part of your song separate from the intro dragged to the beginning of the audacity timeline). You can then resume following the guide from there as the final PAK file will have both after you convert them through the Wwise application.
It's a bit crude because the loop requires tweaking to be flawless/seamless for my songs, but having it start and run through correctly once makes me happy enough.
@@lune-3214 I'm no master at this whole thing I literally learned all of the the day before I made this. I just wanted to have something out because no one was willing to make anything
@@RodniikunMy bad, I didn’t mean to knock on you if it came across that way. The tutorial was super helpful regardless. It just took me a bit of time to wrap my head around but I’m glad I did. Thanks again!
when i got to audacity i followed the part where you put loop and intro id but they both on 2 different compared to when u have a blank line im so lost
like i have 3 different audio lines (loop intro and my song do i mute the sound of the intro and loop idk im just confused on just this part of the video
@@nine8963 i have the same problem i couldnot understand shit
I can't find windows file in 5:55
and couldn't find the converted files on wwise project file
any clue ?
@@Alienxp8 you can check fmodle to see where you're extracted directory is. It's usually in your documents
@@Rodniikun man i have the same problem, i checked the documents, the game folder, my mod folder, windows folder is nowhere, is there a way to find it?
you have to use an older version of wwise
Man like a million steps just to switch out one song, there's gotta be a more simple more easier way this is way too many steps.
welcome to modding lol
@@bii_gii I've been modding for years, but when it becomes this complex I don't even bother.
@@raijin7707 tekken definetly sucks for modding yeah... i miss source games when it becomes to modding 🥲 specially for sounds
@@raijin7707 HAHAHA yeah I agree. Lots of sht needs to be done first.
I agree that it's too much steps for just putting in a music that you want to hear ingame.