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
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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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