Phase 1: Setup project structure and tool installation guide
- Created project directory structure - Added docs/SETUP_PHASE1.md with tool installation instructions - Added docs/AUDIO_ANALYSIS.md with game audio architecture - Added src/HomuraHimeAudioMod/ BepInEx plugin skeleton - Added patch stubs for VoiceManager, AudioDucking, EnemyAudio - Configured .gitignore for build artifacts and game files - Initialized beads issue tracker
This commit is contained in:
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docs/AUDIO_ANALYSIS.md
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docs/AUDIO_ANALYSIS.md
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# HomuraHime Audio System Analysis
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## Game Overview
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- **Engine**: Unity 2022.3.x
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- **Audio Engine**: FMOD Studio 2.02.x with Google Resonance spatial audio
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- **Voice Manager**: UtageFmodVoiceManager (adapted Utage framework)
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- **Platform**: Steam (uses Steamworks.NET)
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## Audio Architecture
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### Directory Structure
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```
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HomuraHime_Data\
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├── Managed\
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│ ├── Assembly-CSharp.dll (7.08 MB - main game logic)
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│ ├── Assembly-CSharp-firstpass.dll (3.92 MB - runtime code)
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│ ├── FMODUnity.dll (239 KB - FMOD Unity integration)
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│ ├── FMODUnityResonance.dll (11 KB - FMOD Resonance extension)
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│ └── UnityEngine.AudioModule.dll
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├── Plugins\x86_64\
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│ ├── fmodstudio.dll (3.16 MB - FMOD core)
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│ └── resonanceaudio.dll (817 KB - Google Resonance spatial)
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└── StreamingAssets\FMOD\Desktop\
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└── (49 FMOD bank files - ~1.3 GB total)
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```
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### FMOD Bank Files
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| Bank | Purpose | Size (streams) |
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|------|---------|----------------|
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| Master.bank | Main mixer and routing | 98.5 KB |
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| BGM.bank | Background music (general) | 63.83 MB |
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| BGM_Default.bank | Default BGM | 224.07 MB |
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| BGM_Hub.bank | Hub area music | 14.67 MB |
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| BGM_Lv0-Lv5, BGM_LvF | Level-specific music | 14-64 MB each |
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| Ambience.bank | Environmental sounds | 150.97 MB |
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| SFX.bank | Sound effects | 188.97 MB |
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| Voice.bank | Character voice | 19.83 MB |
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| PreLoad_Jump.bank | Pre-cached jump sounds | ~533 KB |
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| PreLoad_FootStep_Land.bank | Pre-cached footstep sounds | ~1 MB |
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**Total Audio: ~1.3 GB across 49 bank files**
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## Key Audio Classes
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### Voice Management
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- **UtageFmodVoiceManager** - Main voice manager (Utage framework adapted)
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- **CFVoiceData** / **CFVoiceEventUtility** - Custom voice event system
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- **CharacterVoiceData** - Character voice data handling
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- **FmodVoiceStopper** - Voice stop controller
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- **get_CountVoice** / **get_IsPlayingVoice** - Voice count monitoring
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### Sound Management
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- **FMODSoundManager** - Main FMOD sound manager
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- **SoundManager** (Utage base) - Base sound manager
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- **FmodSFXEventSO**, **FmodSFXEventRef**, **FmodSFXEventDispatcher** - Custom SFX system
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- **FMODEventInstance** - FMOD event instance wrapper
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### Channel/Volume Control
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- **FMOD_Channel** - Custom FMOD channel wrapper
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- **VCASetting** - Volume control area settings
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- **TaggedMasterVolume** - Per-tag master volume control
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- **BGMChannel** - BGM channel management
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### Audio Effects
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- **UpdateDucking** / **DuckVolume** - Audio ducking system
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- **SnapshotManager** - Snapshot management
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- **FmodReverbEventController** - Reverb control
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- **ZoneReverbHandler** - Zone-based reverb
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### Spatial Audio
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- **HHFmodListenerPosController** - FMOD listener position controller
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- **resonanceaudio.dll** - Google Resonance spatial audio
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### Pooling
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- **SimplePool** / **ObjectPool** - Generic object pooling
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- **DEFAULT_POOL_SIZE**, **VfxObjectPoolSize** - Pool size constants
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## Voice Event Constants (CFVOICE Events)
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The game triggers voice events for various situations:
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- `CFVOICE_REWARD` - Reward sounds
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- `CFVOICE_CHALLENGEBATTLE` - Challenge battle start
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- `CFVOICE_BATTLE` - Battle start
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- `CFVOICE_NOTE` - Note/commentary
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- `CFVOICE_MHCHASING` - Chasing sequences
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- `CFVOICE_ELECTRIFYING` - Electrifying events
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- `CFVOICE_HH` / `HH_Behaviour` - HomuraHime behavior events
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- `CFVOICE_ENEMY` - Enemy-related voice
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- `CFVOICE_QTE_SHIKIGAMI` - QTE shikigami events
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- `CFVOICE_BATTLERANK` - Battle rank announcements
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- And many more...
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## Enemy System
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### Enemy Audio Triggers
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- **EnemyBehaviorManger** - Enemy behavior management
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- **EnemyAttackBase**, **EnemyAttackAction**, **EnemyAttackBlockedAction** - Attack handling
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- **EnemyIndicatorController** - Visual indicators for enemies
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- **SetEnemyAI** - AI setting method
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- **EnemyState** - Enemy state tracking
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### HUD/Indicator Classes
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- **HUDIndicatorPhase** / **HUDIndicatorPhaseHandler** - Phase indicator handling
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- **CDHUDIndicatorHandler** - Cooldown HUD indicator
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- **IndicatorManager** - Indicator management
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## Audio Configuration
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### Pool-Related Constants
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- `DEFAULT_POOL_SIZE` - Default pool size
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- `VfxObjectPoolSize` - VFX pool size
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- `ObjectPoolSize` - Generic object pool size
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- `poolPreloadnum` - Pool preload count
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- `preloadCountPerPrefab` - Per-prefab preload count
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### FMOD Channel Constants
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- `MAXCHANNELS` - Maximum channel count
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- `ERR_TOOMANYCHANNELS` - Channel overflow error
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- `ERR_CHANNEL_ALLOC` - Channel allocation error
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- `VIRTUALVOICE` - Virtual voice management
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- `CHANNELPRIORITY` - Channel priority setting
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- `MAX_CHANNEL_WIDTH` - Maximum channel width
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## Key Findings
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1. **No explicit voice limit constants** visible in string analysis - voice limit may be managed internally by FMOD or Utage framework
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2. **Audio ducking system exists** - `UpdateDucking` and `DuckVolume` present
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3. **Voice pooling exists** - Object pooling with `DEFAULT_POOL_SIZE` constants
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4. **Lip-sync support** - Using `uLipSyncFMOD` for voice synchronization
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5. **Priority system** - `CHANNELPRIORITY` and `Priority` fields for channel prioritization
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6. **Event-driven voice system** - Voices triggered via CFVOICE event constants
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## Source File Paths (from DLL strings)
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These are the original Unity asset paths in the game source:
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- `Assets/4.Developer/Andy/UtageVoiceManager/UtageFmodVoiceManager.cs`
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- `Assets/4.Developer/Andy/UtageVoiceManager/UtageFmodVoiceSetting.cs`
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- `Assets/4.Developer/Andy/UtageVoiceManager/FmodVoiceStopper.cs`
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- `Assets/4.Developer/Andy/UtageVoiceManager/DEAudioFadeManager.cs`
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- `Assets/4.Developer/Andy/UtageVoiceManager/SnapshotManager.cs`
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- `Assets/4.Developer/Andy/UtageVoiceManager/FmodReverbEventController.cs`
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- `Assets/1.HonoHime/Core/FMODUtility/Scripts/FMODSoundManager.cs`
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- `Assets/1.HonoHime/Core/FMODUtility/Scripts/MMFeedbacks/FMOD_Channel.cs`
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- `Assets/1.HonoHime/Core/mLibrary/ObjectPool/SimplePool.cs`
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## Game Data Files
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Audio-related configuration may exist in:
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- `HomuraHime_Data\StreamingAssets\HomuraHimeData\csv\EnemyData.json`
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- `HomuraHime_Data\StreamingAssets\HomuraHimeData\json\BattleRound.json`
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- `HomuraHime_Data\StreamingAssets\HomuraHimeData\json\EnemyData.json`
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## Potential Audio Glitch Causes
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Based on architecture analysis:
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1. **Voice Limit Exhaustion** - Too many simultaneous FMOD events
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2. **Missing Audio Ducking Rules** - No automatic volume reduction during intense combat
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3. **Improper Event Instance Cleanup** - Voices not being released properly
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4. **CPU Pressure from Spatial Audio** - Resonance audio processing overhead
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5. **Pool Size Limitations** - Object pool too small for audio components
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## Enemy Behavior Indicator Issues
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Potential causes for unclear enemy audio cues:
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1. **Low Mix Volume** - Enemy sounds mixed too low in Master.bank
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2. **Insufficient Spatial Positioning** - Sounds not directional enough
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3. **Lack of State Variation** - Same sounds for all enemy states
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4. **Audio Masking** - Other sounds drowning out enemy cues
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5. **Missing Parameter Changes** - No FMOD parameter automation for enemy state
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docs/SETUP_PHASE1.md
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# Phase 1: Environment Setup Guide
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## Overview
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This phase covers installation of all required modding tools for HomuraHime audio modding.
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---
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## Tool 1: BepInEx 5.x (Runtime Mod Framework)
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### What It Does
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Enables runtime patching of game code without modifying original DLLs. Required for audio voice limit patches.
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### Download
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```
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https://github.com/BepInEx/BepInEx/releases
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```
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- Download: **BepInEx 5.4.x** (latest stable)
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- File: `BepInEx_x64_5.4.x.zip`
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### Installation Steps
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1. **Backup original game files** (optional but recommended)
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```
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C:\apps\steam\steamapps\common\Homura Hime\
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```
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2. **Extract BepInEx to game directory**
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```
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Extract BepInEx_x64_5.4.x.zip contents to:
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C:\apps\steam\steamapps\common\Homura Hime\
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```
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After extraction, you should have:
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```
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Homura Hime\
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├── BepInEx\
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├── HomuraHime.exe
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├── HomuraHime_Data\
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└── winhttp.dll (BepInEx loader)
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```
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3. **Run game once to generate configs**
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```
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Launch HomuraHime via Steam
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Let it run for ~10 seconds until main menu appears
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Close game
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```
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4. **Verify installation**
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```
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Check for: BepInEx\LogOutput.log
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Check for: BepInEx\config\
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```
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---
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## Tool 2: FMOD Studio 2.02.x (Audio Bank Editor)
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### What It Does
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Allows editing of FMOD bank files (.bank) to modify audio events, voice limits, ducking, and enemy cue sounds.
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### Download
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```
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https://fmod.com/studio
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```
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- Click "Download" → "FMOD Studio" (Windows)
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- **Free for non-commercial use** (per FMOD licensing)
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- You will need to create an account
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### Installation Steps
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1. **Run the FMOD Studio installer**
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```
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fmod_studio_installer_2.02.x.exe
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```
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2. **Choose installation location**
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```
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Recommended: C:\Program Files\FMOD Studio\
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```
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3. **Launch FMOD Studio**
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```
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Start Menu → FMOD Studio 2.02
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```
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4. **Verify installation**
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```
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Help → About FMOD Studio
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Should show version 2.02.x
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```
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### Important Notes
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- HomuraHime uses **FMOD Studio 2.02.x** - using a different major version may cause compatibility issues
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- The game uses FMOD **Desktop** banks (not iOS/Android)
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- Banks are located at: `HomuraHime_Data\StreamingAssets\FMOD\Desktop\`
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---
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## Tool 3: AssetRipper (Asset Extraction)
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### What It Does
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Extracts game assets from Unity games, including FMOD bank files for editing.
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### Download
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```
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https://github.com/sRcAss/AssetRipper/releases
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```
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- Download: **AssetRipper_x.x.xx.zip** (latest)
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- File size: ~100 MB
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### Installation Steps
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1. **Extract to tools directory**
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```
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Extract to: C:\projects\HomuraHime-Mods\tools\AssetRipper\
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```
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2. **Launch AssetRipper**
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```
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AssetRipper.exe
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```
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3. **No installation needed** - it's a standalone executable
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### Verify Installation
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```
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Run AssetRipper.exe - should open GUI without errors
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```
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---
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## Tool 4: ILSpy (.NET Decompiler)
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### What It Does
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Decompiles .NET assemblies (DLLs) to C# code for analysis. Used to find audio hook points.
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### Download
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```
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https://github.com/icsharpcode/ILSpy/releases
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```
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- Download: **ILSpy_x.x.x.zip** or **ILSpy_4_0.msi** (installer)
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- Or use: **ILSpyCmd** (command-line version)
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### Installation Steps (GUI Version)
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1. **Extract to tools directory**
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```
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Extract to: C:\projects\HomuraHime-Mods\tools\ILSpy\
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```
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2. **Launch ILSpy**
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```
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ILSpy.exe
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```
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### Installation Steps (VS Code Extension - Alternative)
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1. **In VS Code, press Ctrl+Shift+X**
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2. **Search "ILSpy"**
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3. **Install "ILSpy for Visual Studio Code"**
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### Verify Installation
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```
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Run ILSpy.exe - should open GUI
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```
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---
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## Tool 5: Unity 2022.3.x (Optional - Script Compilation)
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### What It Does
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Required only if you need to compile modified C# scripts. Most audio patches can be done via BepInEx without Unity.
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### Download
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```
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https://unity.com/download
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```
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- Choose: "Unity 2022.3 LTS"
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- Or: https://unity.com/releases/editor/whats-new/2022.3
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### Installation Steps
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1. **Run Unity Hub installer**
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```
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UnityHubSetup.exe
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```
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2. **Install with these components**
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- Unity 2022.3.x
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- Microsoft Visual Studio Community (for scripting)
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- Android Build Support (optional)
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3. **Activation**
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- Use free personal license
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### Is This Required?
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**Probably NOT** for audio mods. You likely only need this if:
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- You want to recompile modified game scripts
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- You need to understand game structure deeply
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- BepInEx patches require compilation
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---
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## Project Directory Structure
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After completing Phase 1, your project should look like:
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```
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C:\projects\HomuraHime-Mods\
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├── .beads/ (beads issue tracker)
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├── .git/ (git repository)
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├── AGENTS.md (agent instructions)
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├── docs/
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│ ├── SETUP_PHASE1.md (this file)
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│ ├── AUDIO_ANALYSIS.md (from explore agent)
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│ └── (future phase docs)
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├── tools/
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│ ├── BepInEx/ (installed in game folder)
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│ ├── FMOD/ (installed via installer)
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│ ├── AssetRipper/
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│ │ └── AssetRipper.exe
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│ └── ILSpy/
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│ └── ILSpy.exe
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└── src/ (future: mod source code)
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└── HomuraHimeAudioMod/
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```
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And your game folder:
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```
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C:\apps\steam\steamapps\common\Homura Hime\
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├── BepInEx\ (NEW - BepInEx framework)
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├── HomuraHime.exe
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├── HomuraHime_Data\
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│ ├── Managed\
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│ │ └── (original DLLs)
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│ └── StreamingAssets\
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│ └── FMOD\
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│ └── Desktop\
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│ ├── SFX.bank
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│ ├── Ambience.bank
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│ └── (other banks)
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├── winhttp.dll (NEW - BepInEx loader)
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└── (other game files)
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```
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---
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## Verification Checklist
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After Phase 1 installation, verify each tool:
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| Tool | Verification | Expected Result |
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|------|--------------|-----------------|
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| BepInEx | Check `BepInEx\LogOutput.log` | Log file exists after game runs |
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| FMOD Studio | Launch app | Opens without errors, shows version 2.02.x |
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| AssetRipper | Launch `AssetRipper.exe` | GUI opens |
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| ILSpy | Launch `ILSpy.exe` | GUI opens with tree view |
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| Unity 2022.3 | Launch Unity Hub | Lists 2022.3.x as available |
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---
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## Next Steps
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After completing Phase 1:
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- Proceed to **Phase 2: Code Analysis**
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- Use ILSpy to decompile and analyze audio classes
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- Document voice limits and hook points
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---
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## Phase 1 Issues
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| Issue ID | Status |
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|----------|--------|
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| HomuraHime-Mods-9ji | In Progress |
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Reference in New Issue
Block a user