- Added docs/CODE_ANALYSIS_PHASE2.md with deep analysis - Implemented VoiceManagerPatch: voice limit (128), ducking, fade times - Implemented AudioDuckingPatch: snapshot apply, fade in/out timing - Implemented EnemyAudioPatch: enemy attack hooks, CFVoice routing - Updated Plugin.cs to call all patch Apply methods - Hook targets: UtageFmodVoiceManager, SnapshotManager, CFVoiceEventUtility
313 lines
13 KiB
Markdown
313 lines
13 KiB
Markdown
# HomuraHime Audio System Deep Analysis
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## 1. VOICE LIMITS & CHANNEL MANAGEMENT
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### UtageFmodVoiceManager
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**File:** `C:\Assets\4.Developer\Andy\UtageVoiceManager\UtageFmodVoiceManager.cs`
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| Method/Property | Description | Hook Point |
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|-----------------|-------------|------------|
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| `PlayVoice()` / `CoPlayVoice` | Coroutine for playing voice with lip sync | `Prefix` to modify voice data, `Postfix` to track playback |
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| `StopVoiceEvent()` | Stops currently playing voice | `Prefix` to prevent stop, `Postfix` to cleanup |
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| `get_CountVoice` | Gets current voice count | `Postfix` to limit voice count |
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| `get_CurrentVoiceCharacterLabel` | Current voice character label | `Postfix` to override character |
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| `get_DefaultVoiceFadeTime` | Default fade time for voice | `Postfix` to modify fade duration |
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| `set_DuckVolume` / `get_DuckVolume` | Duck volume property | `Postfix` to modify ducking |
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| `UpdateDucking` | Coroutine `<UpdateDucking>d__47` | **KEY HOOK** - controls audio ducking coroutine |
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| `PlayVoiceEvent()` | Triggers voice events | `Prefix` to intercept event data |
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| `StopVoiceIgnoreLoop` | Stops voice ignoring loop setting | Direct patch target |
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### FMODSoundManager
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**File:** `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODSoundManager.cs`
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| Method/Property | Description | Hook Point |
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|----------------|-------------|------------|
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| `get_Volume` / `set_Volume` | Master volume control | `Postfix` to clamp/modify volume |
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| `SetVolumeImmediately()` | Immediate volume set (no fade) | `Prefix` to intercept |
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| `FMODSetVolume` | Coroutine for FMOD volume | `<FMODSetVolume>d__28` - can patch transition |
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| `get_SoundManager` | Access to sound manager | Property getter patch |
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| `VCASetting` | VCA (Velocity Controlled Amplifier) settings | Field patch for volume overrides |
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---
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## 2. AUDIO DUCKING SYSTEM
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### Ducking Properties Found:
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```
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duckFadeTime - Fade time for ducking
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duckVolume - Volume level during ducking
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duckGroups - Audio groups that participate in ducking
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duckVelocity - Velocity tracking for ducking
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UpdateDucking - Main coroutine: `<UpdateDucking>d__47`
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```
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### SnapshotManager
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**File:** `C:\Assets\4.Developer\Andy\UtageVoiceManager\SnapshotManager.cs`
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| Method | Description |
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|--------|-------------|
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| `ApplySnapshot()` | Apply audio snapshot/ducking |
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| `ApplyStartSnapshot()` | Apply at start |
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| `GetCurrentSnapshot()` | Get active snapshot |
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| `GetSnapshotTypeDropdown()` | Dropdown selection |
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### SnapshotHandle
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**File:** `C:\Assets\4.Developer\Andy\UtageVoiceManager\SnapshotHandle.cs`
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Manages individual snapshot instances for voice ducking.
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### DEAudioFadeManager
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**File:** `C:\Assets\4.Developer\Andy\UtageVoiceManager\DEAudioFadeManager.cs`
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Handles fade in/out for audio events - likely the fade time controller for ducking.
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### FmodReverbEventController
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**File:** `C:\Assets\4.Developer\Andy\UtageVoiceManager\FmodReverbEventController.cs`
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Controls reverb effects during events - related to audio environment transitions.
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---
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## 3. VOICE MANAGER PUBLIC METHODS
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### Core Voice Control Methods:
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| Class | Method | Description |
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|-------|--------|-------------|
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| `UtageFmodVoiceManager` | `PlayVoice()` | Plays voice file with optional lip sync |
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| `UtageFmodVoiceManager` | `StopVoiceEvent()` | Stops voice playback |
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| `UtageFmodVoiceManager` | `StopVoiceIgnoreLoop()` | Force stop even if loop |
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| `UtageFmodVoiceManager` | `PlayVoiceEvent()` | Triggers voice event |
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| `UtageFmodVoiceManager` | `GetVoiceSamplesVolume()` | Gets voice volume setting |
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| `UtageFmodVoiceManager` | `SetVoiceVolume()` | Sets voice volume |
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| `VoiceEventSelector` | - | Selects which voice event to trigger |
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| `FmodVoiceStopper` | `Stop()` | FMOD-specific voice stopping |
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### Voice Settings:
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| Property | Description |
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|----------|-------------|
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| `defaultVoiceFadeTime` | Default fade time (getter/setter) |
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| `dontSkipLoopVoiceAndSe` | Loop voice/se skipping flag |
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| `IsPlayingVoice` | Voice playback status |
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---
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## 4. FMOD EVENT TRIGGERING
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### FMODSoundManager / FMODUtility
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**File:** `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODSoundManager.cs`
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**File:** `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODUtility.cs`
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| Method | Description | Hook Type |
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|--------|-------------|-----------|
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| `FMODUtilityStartEvent` | Start FMOD event | Prefix to intercept event path |
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| `FMODUtilityStopEvent` | Stop FMOD event | Prefix to prevent stop |
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| `FMODUtilitySetParameter` | Set FMOD parameter | Prefix to modify parameter value |
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| `GetEventReference()` | Get FMOD event reference | Postfix to modify event ref |
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### FMOD Event Classes:
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| Class | File Path |
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|-------|-----------|
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| `FmodSFXEventRef` | `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventRef.cs` |
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| `FmodSFXEventSO` | `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventSO.cs` |
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| `FmodSFXEventDispatcher` | `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventDispatcher.cs` |
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| `FmodSFXEventCommunicator` | `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventCommunicator.cs` |
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### MMFeedbacks Integration (More Mountains):
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| Class | Path |
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|-------|------|
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| `MMF_FMOD_GlobalPlayEvent` | `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\MMFeedbacks\` |
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| `MMF_FMOD_GlobalSetParameter` | Trigger global FMOD parameter |
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| `MMF_FMOD_ParameterTrigger` | Trigger with parameter |
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| `MMF_FMODUtilityPlayEventEmitter` | Play via event emitter |
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| `MMF_FMODUtilityStopEventEmitter` | Stop via event emitter |
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| `MMF_FMOD_MainBGM_ReplayCurrent` | Replay current BGM |
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### FMOD Parameter Methods:
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```
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SetParameterByName() - Set parameter by string name
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SetParameterFloat() - Set float parameter
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SetParameterInt() - Set int parameter
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SetParameterBoolean() - Set bool parameter
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CheckSetParameter() - Validate parameter
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CheckSetParameterSub() - Sub-check logic
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```
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### Scene Transition Controller:
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**File:** `C:\Assets\4.Developer\Andy\FMODBooster\FMODSceneTransitionController.cs`
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| Coroutine | Description |
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|-----------|-------------|
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| `<InitVolumeTransition>d__6` | Initialize volume transitions on scene load |
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| `<StartGPFadeEventCheck>d__20` | Check/start fade events |
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| `<StopAfterDelayRoutine>d__12` | Stop after delay |
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---
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## 5. ENEMY AUDIO SYSTEM
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### EnemyAttackBase
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**File:** `C:\Assets\1.HonoHime\Core\Character\Core\EnemyAttackBase.cs`
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| State/Action | Description |
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|--------------|-------------|
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| `Attack` | Attack state/action |
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| `Idle` | Idle state/action |
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| `AlertAction_LookAtTarget` | Alert when noticing player |
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| `AlertAction_MoveToTargetLastPosition` | Move to last known player position |
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### EnemyActionManager
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**File:** `C:\Assets\1.HonoHime\Core\Character\EnemyActionManager\EnemyActionManager.cs`
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**File:** `C:\Assets\1.HonoHime\Core\Character\EnemyActionManager\EnemyAction.cs`
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| Method/Property | Description |
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|----------------|-------------|
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| `GetEnemyActionManager` | Access to enemy action system |
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| `GetEnemyAttack` | Get enemy attack controller |
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| `enemyActionManager` | Reference field |
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### Enemy Attack Controllers:
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```
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EnemyAttackAction - Basic attack action
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EnemyAttackBase - Base attack behavior
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EnemyAttackBlockedAction - When attack is blocked
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EnemyAttackAcion_UseDamageSet - Attack using damage set
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EnemyAssassinGroupManager - Group attack coordination
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```
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### Enemy Audio Handlers:
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| Class | File | Description |
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|-------|------|-------------|
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| `EnemyDamageVoiceSFXHandler` | `C:\Assets\4.Developer\Andy\EnemyDamageSFXHandler\EnemyDamageVoiceSFXHandler.cs` | Handles damage voice SFX |
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| `EnemyDamageVoiceSFXHandler|FeedbackVoice` | Feedback voice field |
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| `AudioComponent` | `C:\Assets\1.HonoHime\Core\Character\DamageSystem\Component\AudioComponent.cs` | Damage system audio |
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### Enemy Attack States Found:
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```
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SukebanShibaTwin|JumpAttackState
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BoneGirl_GroundAttack|FinishState
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BoneGirl_GrabAttack|BoneGirl_GrabAttackState
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SukenBenSquadA|LeftRightDashAttackState
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AttackAction_TransitionSpecialArt
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AttackAction_Charge
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AttackAction_QuakingStrike
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```
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---
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## 6. CFVOICE SYSTEM
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### CFVoiceEventUtility
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**File:** `C:\Assets\1.HonoHime\Core\...` (pattern found in strings)
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The CFVoice system triggers voice events based on game events:
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| Event Key | Description |
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| `CFVoiceEventUtility|Battle` | Battle events |
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| `CFVoiceEventUtility|Challenge` | Challenge mode |
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| `CFVoiceEventUtility|Chip` | Chip collection |
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| `CFVoiceEventUtility|Enemy` | **Enemy-related** - important for enemy indicators |
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| `CFVoiceEventUtility|EventKey` | Generic event key |
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| `CFVoiceEventUtility|HH_Behaviour` | Character behavior events |
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| `CFVoiceEventUtility|HH_Skill` | Skill usage |
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| `CFVoiceEventUtility|Mission` | Mission events |
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| `CFVoiceEventUtility|Note` | Note collection |
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| `CFVoiceEventUtility|QTE` | QTE events |
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| `CFVoiceEventUtility|Rank` | Rank up |
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| `CFVoiceEventUtility|Reward` | Rewards |
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| `CFVoiceEventUtility|Senbei` | Item-related |
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| `CFVoiceEventUtility|Timer` | Timer events |
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| `CFVoiceEventUtility|Trap` | Trap activation |
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| `CFVoiceEventUtility|TreasureChest` | Chest opening |
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### CFVoice Handlers:
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| Class | File |
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|-------|------|
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| `MissionCFVoiceHandler` | `C:\Assets\1.HonoHime\Core\Level\MissionController\MissionCFVoiceHandler.cs` |
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| `InventoryMonitorCFVoiceHandler` | `C:\Assets\4.Developer\Andy\FmodBGMController\Scripts\InventoryMonitorCFVoiceHandler.cs` |
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| `CommonFunctionVoiceHandler` | `C:\Assets\4.Developer\Andy\FmodFunctionVoice\CommonFunctionVoiceHandler.cs` |
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### CFVoice Properties Found:
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```
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get_EVENT_CFVOICE_BATTLE
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get_EVENT_CFVOICE_ENEMY
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get_EVENT_CFVOICE_MISSION
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get_EVENT_CFVOICE_HPCHIP
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get_EVENT_CFVOICE_QTE_SHIKIGAMI
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get_EVENT_CFVOICE_QTE_FLURRYBARRIER
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PlayCFVoice
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```
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---
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## KEY HOOK POINTS FOR HARMONY PATCHES
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### Audio Glitch Fixes:
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1. **Voice Limit Fix** - Patch `UtageFmodVoiceManager.get_CountVoice` to enforce MAX_VOICES limit
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2. **Ducking Glitch** - Patch `UpdateDucking` coroutine to fix fade timing issues
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3. **Voice Cutoff Fix** - Patch `StopVoiceEvent` to properly handle crossfade before stopping
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### Enemy Indicator Improvements:
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1. **Alert Sound** - Hook into `CFVoiceEventUtility` with `Enemy` event key
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2. **Attack Sound** - Patch `EnemyAttackBase.OnEnter` / `OnAttack` methods
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3. **Idle Sound Loop** - Patch `EnemyAttackBase.Idle` state entry
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### Priority Hook Targets:
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| Priority | Class | Method | Purpose |
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|----------|-------|--------|---------|
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| HIGH | `UtageFmodVoiceManager` | `UpdateDucking` | Fix ducking glitches |
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| HIGH | `UtageFmodVoiceManager` | `PlayVoice` | Voice limit enforcement |
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| HIGH | `CFVoiceEventUtility` | `PlayCFVoice` | Enemy voice routing |
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| MEDIUM | `FMODSoundManager` | `SetVolume` | Volume clamping |
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| MEDIUM | `FMODSceneTransitionController` | `InitVolumeTransition` | Scene transition audio |
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| MEDIUM | `EnemyDamageVoiceSFXHandler` | `FeedbackVoice` | Damage audio |
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| LOW | `SnapshotManager` | `ApplySnapshot` | Reverb/snapshot control |
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---
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## SOURCE FILE REFERENCE LIST
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### Voice Management:
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\UtageFmodVoiceManager.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\UtageFmodVoiceSetting.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\VoiceEventSelector.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\FmodVoiceStopper.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\SnapshotManager.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\SnapshotHandle.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\DEAudioFadeManager.cs`
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- `C:\Assets\4.Developer\Andy\UtageVoiceManager\FmodSoundDebugger.cs`
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### FMOD Core:
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- `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODSoundManager.cs`
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- `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODUtility.cs`
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- `C:\Assets\1.HonoHime\Core\FMODUtility\Scripts\FMODManager.cs`
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### Enemy Audio:
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- `C:\Assets\1.HonoHime\Core\Character\Core\EnemyAttackBase.cs`
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- `C:\Assets\1.HonoHime\Core\Character\EnemyActionManager\EnemyActionManager.cs`
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- `C:\Assets\4.Developer\Andy\EnemyDamageSFXHandler\EnemyDamageVoiceSFXHandler.cs`
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- `C:\Assets\1.HonoHime\Core\Character\DamageSystem\Component\AudioComponent.cs`
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### CFVoice System:
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- (Source path partially truncated, but class is `CFVoiceEventUtility`)
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- `C:\Assets\1.HonoHime\Core\Level\MissionController\MissionCFVoiceHandler.cs`
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- `C:\Assets\4.Developer\Andy\FmodFunctionVoice\CommonFunctionVoiceHandler.cs`
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### Scene/BGM:
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- `C:\Assets\4.Developer\Andy\FMODBooster\FMODSceneTransitionController.cs`
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- `C:\Assets\4.Developer\Andy\FmodBGMController\Scripts\MainBGMManager.cs`
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- `C:\Assets\4.Developer\Andy\FmodBGMController\Scripts\FmodBGMController.cs`
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### SFX Events:
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- `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventRef.cs`
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- `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventSO.cs`
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- `C:\Assets\4.Developer\HsiCheng\Script\Fmod\FmodSFXEventDispatcher.cs`
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