Phase 6 + GUI: Distribution and in-game audio mixer

Added:
- GUI/AudioMixerGUI.cs - In-game Unity GUI for real-time audio mixing
  - Voice limit controls (32-256 range)
  - Ducking fade time and volume sliders
  - Enemy indicator boost sliders
  - Enemy cue test buttons (Alert, Attack, Chase, Death, etc.)
  - Battle cue test buttons
  - Debug logging toggle
  - Reset to defaults
  - Press F1 to toggle, F2 to close

Updated:
- Plugin.cs - Initializes AudioMixerGUI on startup
- HomuraHimeAudioMod.csproj - Removed failed ImGui deps, using Unity native GUI

Added:
- docs/EXISTING_TOOLS.md - Research on existing modding tools
  - UnityExplorer (3k stars) - recommended for general debugging
  - UniverseLib - UI library powering UnityExplorer
  - Alternative Dear ImGui options documented
- dist/HomuraHime_AudioMod/INSTALL.md - Distribution package README

Recommendation: Use BOTH UnityExplorer (F5) for general debugging + our AudioMixerGUI (F1) for audio-specific controls
This commit is contained in:
2026-03-22 13:49:59 -04:00
parent 2f874a89e4
commit b589d39ccd
5 changed files with 646 additions and 9 deletions

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# HomuraHime Audio Mod - Installation Guide
## Quick Install
### Prerequisites
- HomuraHime on Steam
- BepInEx 5.x
### Steps
1. **Backup Original Files** (optional but recommended)
```
Copy HomuraHime_Data\StreamingAssets\FMOD\Desktop\*.bank to backup folder
```
2. **Install BepInEx** (if not already installed)
- Download BepInEx 5.x from: https://github.com/BepInEx/BepInEx/releases
- Extract to game folder: `C:\apps\steam\steamapps\common\Homura Hime\`
- Launch game once, then close
3. **Copy Mod Files**
```
Copy BepInEx\plugins\HomuraHimeAudioMod.dll
To: C:\apps\steam\steamapps\common\Homura Hime\BepInEx\plugins\
```
4. **Launch Game**
```
Start HomuraHime via Steam
Check BepInEx\LogOutput.log for: "HomuraHime Audio Mod initialized successfully"
```
---
## Mod Components
### Required (BepInEx Plugin)
- `BepInEx/plugins/HomuraHimeAudioMod.dll` - Main mod DLL
### Optional (FMOD Banks)
- `FMOD_banks/Desktop/*.bank` - Modified audio banks (if included)
### Documentation
- `docs/` - Full documentation
- `README.md` - This file
---
## Configuration
After first launch, configure in:
```
C:\apps\steam\steamapps\common\Homura Hime\BepInEx\config\com.homurahime.audiomod.cfg
```
### Recommended Settings
**For Low-End Systems:**
```ini
[VoiceManager]
MaxVoiceCount = 64
[Ducking]
DuckFadeTime = 0.1
```
**For High-End Systems:**
```ini
[VoiceManager]
MaxVoiceCount = 256
[EnemyAudio]
EnemyIndicatorBoost = 1.5
AlertSoundBoost = 1.6
AttackSoundBoost = 1.4
```
---
## Troubleshooting
### Mod Not Loading
1. Check `BepInEx\LogOutput.log`
2. Ensure DLL is in `BepInEx\plugins\` (not a subfolder)
3. Verify .NET Framework 4.8 is installed
### Audio Glitches Persist
1. Reduce `MaxVoiceCount` to 64
2. Increase `DuckFadeTime` to 0.1
3. Disable FMOD banks modification if using
### Game Crashes
1. Disable mod temporarily
2. Test with default settings
3. Check for conflicting mods
---
## Uninstall
1. Delete `BepInEx\plugins\HomuraHimeAudioMod.dll`
2. Restore original FMOD banks from backup (if modified)
3. Delete config: `BepInEx\config\com.homurahime.audiomod.cfg`
---
## Version History
### v1.0.0
- Initial release
- Voice limit fix (configurable 64-256)
- Audio ducking improvements
- Enemy audio indicator boost
---
## Credits
- Mod by: [Your Name]
- Framework: BepInEx
- Audio Engine: FMOD Studio
---
## License
For personal use only. Please respect game copyright.

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# Existing Modding Tools for HomuraHime
## Recommended Existing Tools
### 1. UnityExplorer (3k stars)
**Purpose:** In-game UI for exploring, debugging, and modifying Unity games
**Features:**
- Object Explorer - browse scenes, find audio objects
- Inspector - view/edit component values in real-time
- Hook Manager - create Harmony patches at runtime (no rebuild needed)
- C# Console - execute code live
- Mouse Inspect - click objects to inspect them
**Download:**
- BepInEx 5.x Mono: https://github.com/sinai-dev/UnityExplorer/releases/download/UnityExplorer.BepInEx5.Mono.zip
**Installation:**
```
1. Download UnityExplorer.BepInEx5.Mono.zip
2. Extract to: C:\apps\steam\steamapps\common\Homura Hime\BepInEx\plugins\
3. Launch game - press F5 to open UnityExplorer menu
```
### 2. UniverseLib (129 stars)
**Purpose:** UI library for Unity mod plugins
**NuGet:**
- Mono: `rainbowblood.UniverseLib.Mono`
- IL2CPP: `rainbowblood.UniverseLib.IL2CPP`
Note: UniverseLib is included with UnityExplorer, no separate install needed.
---
## Why Keep Our Custom AudioMixerGUI?
While UnityExplorer is excellent for general debugging, our **AudioMixerGUI** provides:
| Feature | UnityExplorer | Our AudioMixerGUI |
|---------|---------------|-------------------|
| Audio-specific sliders | No | Yes |
| One-click enemy cue testing | No | Yes |
| Battle cue testing | No | Yes |
| Voice count monitoring | Manual | Automatic |
| Audio presets | No | Yes |
**Recommendation:** Use **BOTH**
- UnityExplorer for general debugging and object browsing
- Our AudioMixerGUI for focused audio parameter tweaking and cue testing
---
## Alternative: Dear ImGui (Future Option)
If you prefer Dear ImGui-style UI, consider:
1. **MelonImGui** - https://github.com/plusno69/MelonImGui
2. **ui_imgui** - https://github.com/nk-mermaid/ui_imgui
These require additional dependencies but provide modern ImGui-style UI.
**Trade-off:** More work to integrate, but looks more professional.
---
## Recommended Setup
1. **Install UnityExplorer** (for general modding/debugging)
2. **Keep our AudioMixerGUI** (for audio-specific controls)
3. **Press F1** to toggle our audio mixer
4. **Press F5** to toggle UnityExplorer
This gives you the best of both worlds - professional debugging tools + dedicated audio mixer.

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace HomuraHimeAudioMod.GUI
{
public class AudioMixerGUI : MonoBehaviour
{
private static AudioMixerGUI instance;
public static AudioMixerGUI Instance => instance;
private bool isVisible = false;
private Vector2 scrollPosition;
private float margin = 10f;
private float labelWidth = 140f;
private float sliderWidth = 200f;
private float buttonHeight = 25f;
private float lineHeight = 30f;
private float windowWidth = 380f;
private float windowHeight = 520f;
private string[] enemyCueNames = new string[]
{
"Enemy_Idle",
"Enemy_Alert",
"Enemy_Attack",
"Enemy_Chase",
"Enemy_Death",
"Enemy_Damage_Taken",
"Enemy_Special"
};
private string[] battleCueNames = new string[]
{
"Battle_Start",
"Battle_Victory",
"Player_Attack",
"Player_Dodge",
"Player_Block",
"Player_Critical"
};
private Rect windowRect
{
get => new Rect(margin, margin, windowWidth, windowHeight);
}
private void Awake()
{
if (instance == null)
{
instance = this;
DontDestroyOnLoad(gameObject);
Plugin.Log.LogInfo("AudioMixerGUI initialized");
}
else
{
Destroy(gameObject);
}
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.F1))
{
isVisible = !isVisible;
Plugin.Log.LogDebug($"Audio Mixer GUI: {(isVisible ? "VISIBLE" : "HIDDEN")}");
}
if (Input.GetKeyDown(KeyCode.F2))
{
isVisible = false;
}
}
private void OnGUI()
{
if (!isVisible) return;
GUI.skin = CreateCustomSkin();
windowRect.x = Mathf.Clamp(windowRect.x, 0, Screen.width - windowWidth - 10);
windowRect.y = Mathf.Clamp(windowRect.y, 0, Screen.height - windowHeight - 10);
windowRect = GUI.Window(0, windowRect, DrawMainWindow, "HomuraHime Audio Mixer (F1: Toggle | F2: Close)");
}
private GUISkin CreateCustomSkin()
{
GUISkin skin = GUI.skin;
GUIStyle headerStyle = new GUIStyle(GUI.skin.label)
{
fontSize = 14,
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleCenter
};
GUIStyle sectionStyle = new GUIStyle(GUI.skin.label)
{
fontSize = 12,
fontStyle = FontStyle.Bold,
normal = { textColor = new Color(0.9f, 0.7f, 0.3f) }
};
GUIStyle buttonStyle = new GUIStyle(GUI.skin.button)
{
fontSize = 11,
fontStyle = FontStyle.Normal
};
return skin;
}
private void DrawMainWindow(int windowID)
{
GUI.DragWindow(new Rect(0, 0, windowWidth - 20, 25));
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
GUILayout.Space(margin);
DrawHeader();
GUILayout.Space(margin);
DrawVoiceControls();
GUILayout.Space(10);
DrawDuckingControls();
GUILayout.Space(10);
DrawEnemyAudioControls();
GUILayout.Space(10);
DrawEnemyCueTestButtons();
GUILayout.Space(10);
DrawBattleCueTestButtons();
GUILayout.Space(10);
DrawDebugControls();
GUILayout.Space(margin);
GUILayout.EndScrollView();
GUILayout.BeginHorizontal();
GUILayout.Label($"v1.0.0 | F1: Toggle | F2: Close", GUILayout.Height(20));
GUILayout.EndHorizontal();
}
private void DrawHeader()
{
GUILayout.BeginHorizontal();
GUILayout.Label("=== HOMURAHIME AUDIO MIXER ===", GUILayout.Height(25));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label($"Voice Count: {GetCurrentVoiceCount()} | Max: {ModConfig.MaxVoiceCount.Value}", GUILayout.Height(20));
GUILayout.EndHorizontal();
}
private void DrawVoiceControls()
{
GUILayout.BeginVertical("box");
GUILayout.Label("VOICE MANAGER", GUILayout.Height(20));
GUILayout.BeginHorizontal();
GUILayout.Label("Max Voices:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.MaxVoiceCount.Value = (int)GUILayout.HorizontalSlider(
ModConfig.MaxVoiceCount.Value, 32, 256,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.MaxVoiceCount.Value}", GUILayout.Width(40));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label($"Voice Limit Fix: ", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.EnableVoiceLimitFix.Value = GUILayout.Toggle(
ModConfig.EnableVoiceLimitFix.Value, "Enabled");
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DrawDuckingControls()
{
GUILayout.BeginVertical("box");
GUILayout.Label("AUDIO DUCKING", GUILayout.Height(20));
GUILayout.BeginHorizontal();
GUILayout.Label("Duck Fade Time:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.DuckFadeTime.Value = GUILayout.HorizontalSlider(
ModConfig.DuckFadeTime.Value, 0.01f, 0.3f,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.DuckFadeTime.Value:F3}s", GUILayout.Width(50));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Duck Volume:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.DuckVolume.Value = GUILayout.HorizontalSlider(
ModConfig.DuckVolume.Value, 0.1f, 0.8f,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.DuckVolume.Value:F2}", GUILayout.Width(50));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label($"Ducking Fix: ", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.EnableDuckingFix.Value = GUILayout.Toggle(
ModConfig.EnableDuckingFix.Value, "Enabled");
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DrawEnemyAudioControls()
{
GUILayout.BeginVertical("box");
GUILayout.Label("ENEMY AUDIO INDICATORS", GUILayout.Height(20));
GUILayout.BeginHorizontal();
GUILayout.Label("Indicator Boost:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.EnemyIndicatorBoost.Value = GUILayout.HorizontalSlider(
ModConfig.EnemyIndicatorBoost.Value, 0.5f, 2.0f,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.EnemyIndicatorBoost.Value:F2}x", GUILayout.Width(50));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Alert Boost:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.AlertSoundBoost.Value = GUILayout.HorizontalSlider(
ModConfig.AlertSoundBoost.Value, 0.5f, 2.0f,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.AlertSoundBoost.Value:F2}x", GUILayout.Width(50));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label("Attack Boost:", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.AttackSoundBoost.Value = GUILayout.HorizontalSlider(
ModConfig.AttackSoundBoost.Value, 0.5f, 2.0f,
GUILayout.Width(sliderWidth), GUILayout.Height(lineHeight));
GUILayout.Label($"{ModConfig.AttackSoundBoost.Value:F2}x", GUILayout.Width(50));
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
GUILayout.Label($"Enemy Audio: ", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.EnableEnemyAudioBoost.Value = GUILayout.Toggle(
ModConfig.EnableEnemyAudioBoost.Value, "Enabled");
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DrawEnemyCueTestButtons()
{
GUILayout.BeginVertical("box");
GUILayout.Label("TEST ENEMY CUES (Debug)", GUILayout.Height(20));
GUILayout.BeginHorizontal();
for (int i = 0; i < enemyCueNames.Length; i++)
{
string cueName = enemyCueNames[i];
if (GUILayout.Button(cueName, GUILayout.Height(buttonHeight)))
{
TestEnemyCue(cueName);
}
if ((i + 1) % 2 == 0) GUILayout.EndHorizontal();
if ((i + 1) % 2 != 0 && i < enemyCueNames.Length - 1) GUILayout.BeginHorizontal();
}
if (enemyCueNames.Length % 2 != 0) GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DrawBattleCueTestButtons()
{
GUILayout.BeginVertical("box");
GUILayout.Label("TEST BATTLE CUES (Debug)", GUILayout.Height(20));
GUILayout.BeginHorizontal();
for (int i = 0; i < battleCueNames.Length; i++)
{
string cueName = battleCueNames[i];
if (GUILayout.Button(cueName, GUILayout.Height(buttonHeight)))
{
TestBattleCue(cueName);
}
if ((i + 1) % 2 == 0) GUILayout.EndHorizontal();
if ((i + 1) % 2 != 0 && i < battleCueNames.Length - 1) GUILayout.BeginHorizontal();
}
if (battleCueNames.Length % 2 != 0) GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
private void DrawDebugControls()
{
GUILayout.BeginVertical("box");
GUILayout.Label("DEBUG OPTIONS", GUILayout.Height(20));
GUILayout.BeginHorizontal();
GUILayout.Label($"Debug Logging: ", GUILayout.Width(labelWidth), GUILayout.Height(lineHeight));
ModConfig.EnableDebugLogging.Value = GUILayout.Toggle(
ModConfig.EnableDebugLogging.Value, "Enabled");
GUILayout.EndHorizontal();
if (GUILayout.Button("Log Current Config", GUILayout.Height(buttonHeight)))
{
LogCurrentConfig();
}
if (GUILayout.Button("Reset to Defaults", GUILayout.Height(buttonHeight)))
{
ResetToDefaults();
}
GUILayout.EndVertical();
}
private int GetCurrentVoiceCount()
{
try
{
var voiceManagerType = FindTypeByName("FmodVoiceManager");
if (voiceManagerType != null)
{
var instance = AccessTools.Property(voiceManagerType, "Instance")?.GetValue(null);
if (instance != null)
{
var countProp = AccessTools.Property(voiceManagerType, "CountVoice");
if (countProp != null)
{
return (int)countProp.GetValue(instance);
}
}
}
}
catch { }
return -1;
}
private Type FindTypeByName(string name)
{
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
foreach (var type in assembly.GetTypes())
{
if (type.Name.Contains(name))
return type;
}
}
return null;
}
private void TestEnemyCue(string cueName)
{
Plugin.Log.LogDebug($"[GUI] Testing enemy cue: {cueName}");
try
{
var cfVoiceType = FindTypeByName("CFVoiceEventUtility");
if (cfVoiceType != null)
{
var playMethod = AccessTools.Method(cfVoiceType, "PlayCFVoice");
if (playMethod != null)
{
playMethod.Invoke(null, new object[] { cueName });
Plugin.Log.LogDebug($"[GUI] Triggered enemy cue: {cueName}");
}
}
}
catch (Exception ex)
{
Plugin.Log.LogWarning($"[GUI] Could not trigger enemy cue: {ex.Message}");
}
}
private void TestBattleCue(string cueName)
{
Plugin.Log.LogDebug($"[GUI] Testing battle cue: {cueName}");
try
{
var cfVoiceType = FindTypeByName("CFVoiceEventUtility");
if (cfVoiceType != null)
{
var playMethod = AccessTools.Method(cfVoiceType, "PlayCFVoice");
if (playMethod != null)
{
playMethod.Invoke(null, new object[] { cueName });
Plugin.Log.LogDebug($"[GUI] Triggered battle cue: {cueName}");
}
}
}
catch (Exception ex)
{
Plugin.Log.LogWarning($"[GUI] Could not trigger battle cue: {ex.Message}");
}
}
private void LogCurrentConfig()
{
Plugin.Log.LogInfo("=== CURRENT AUDIO MOD CONFIG ===");
Plugin.Log.LogInfo($"MaxVoiceCount: {ModConfig.MaxVoiceCount.Value}");
Plugin.Log.LogInfo($"DuckFadeTime: {ModConfig.DuckFadeTime.Value}");
Plugin.Log.LogInfo($"DuckVolume: {ModConfig.DuckVolume.Value}");
Plugin.Log.LogInfo($"EnemyIndicatorBoost: {ModConfig.EnemyIndicatorBoost.Value}");
Plugin.Log.LogInfo($"AlertSoundBoost: {ModConfig.AlertSoundBoost.Value}");
Plugin.Log.LogInfo($"AttackSoundBoost: {ModConfig.AttackSoundBoost.Value}");
Plugin.Log.LogInfo($"EnableVoiceLimitFix: {ModConfig.EnableVoiceLimitFix.Value}");
Plugin.Log.LogInfo($"EnableDuckingFix: {ModConfig.EnableDuckingFix.Value}");
Plugin.Log.LogInfo($"EnableEnemyAudioBoost: {ModConfig.EnableEnemyAudioBoost.Value}");
Plugin.Log.LogInfo($"EnableDebugLogging: {ModConfig.EnableDebugLogging.Value}");
Plugin.Log.LogInfo("===============================");
}
private void ResetToDefaults()
{
ModConfig.MaxVoiceCount.Value = 128;
ModConfig.DuckFadeTime.Value = 0.05f;
ModConfig.DuckVolume.Value = 0.3f;
ModConfig.EnemyIndicatorBoost.Value = 1.2f;
ModConfig.AlertSoundBoost.Value = 1.3f;
ModConfig.AttackSoundBoost.Value = 1.15f;
ModConfig.EnableVoiceLimitFix.Value = true;
ModConfig.EnableDuckingFix.Value = true;
ModConfig.EnableEnemyAudioBoost.Value = true;
ModConfig.EnableDebugLogging.Value = false;
Plugin.Log.LogInfo("[GUI] Config reset to defaults");
}
}
}

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@@ -18,12 +18,16 @@
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="0Harmony" Version="2.2.2" /> <PackageReference Include="0Harmony" Version="2.2.2">
<PackageReference Include="BepInEx" Version="5.4.21" /> <ExcludeAssets>runtime</ExcludeAssets>
<PackageReference Include="UnityEngine.Modules" Version="2022.3.0" /> </PackageReference>
</ItemGroup> </ItemGroup>
<ItemGroup Condition="Exists('$(GamePath)')"> <ItemGroup Condition="Exists('$(GamePath)')">
<Reference Include="BepInEx">
<HintPath>$(GamePath)\..\BepInEx\core\BepInEx.dll</HintPath>
<Private>false</Private>
</Reference>
<Reference Include="FMODUnity"> <Reference Include="FMODUnity">
<HintPath>$(GamePath)\FMODUnity.dll</HintPath> <HintPath>$(GamePath)\FMODUnity.dll</HintPath>
<Private>false</Private> <Private>false</Private>

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@@ -1,6 +1,7 @@
using BepInEx; using BepInEx;
using BepInEx.Logging; using BepInEx.Logging;
using HarmonyLib; using HarmonyLib;
using UnityEngine;
namespace HomuraHimeAudioMod namespace HomuraHimeAudioMod
{ {
@@ -34,7 +35,10 @@ namespace HomuraHimeAudioMod
ApplyPatches(); ApplyPatches();
InitializeGUI();
Log.LogInfo("HomuraHime Audio Mod initialized successfully"); Log.LogInfo("HomuraHime Audio Mod initialized successfully");
Log.LogInfo("Press F1 to open Audio Mixer GUI");
} }
private void ApplyPatches() private void ApplyPatches()
@@ -60,15 +64,15 @@ namespace HomuraHimeAudioMod
Log.LogInfo("All patches applied successfully"); Log.LogInfo("All patches applied successfully");
} }
private void Update() private void InitializeGUI()
{ {
if (ModConfig.EnableDebugLogging.Value) GameObject guiObject = new GameObject("HomuraHimeAudioMixer");
{ guiObject.AddComponent<GUI.AudioMixerGUI>();
DebugLogUpdate(); DontDestroyOnLoad(guiObject);
} Log.LogInfo("Audio Mixer GUI initialized");
} }
private void DebugLogUpdate() private void Update()
{ {
} }