Something that puzzled me a lot from Gen's Sonic acbs its that I see way too many what seems to be setbusvolume commands? (I could've been reading then wrong haha), like, how many buses is Sonic's voice sent to?
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I noticed that too! If you look at the StringValueTable, it always has the names of each of these buses as well, which are referenced via index by those commands.
For music, it seems the first bus is sent with max volume (10000), and the rest are sent with 0 volume, which just means they're muted
For voice sound effects, it seems the first two buses are max volume (10000) and the rest are muted.
So not sure why they have so many buses, but definitely seems to be something the tooling just generated because they set the volume levels for each bus manually, or something like that
Indeed! From reading some of the stuff over at XV2 tools, I read some old ACBs don't have structures for sequences, tracks and their command lists. Seems like there was an early CRI ADX2 version that was just like CSBs.
I'd love to find the first ever game which uses CriAtom, so I can take a look at how the first format versions were. I looked a little but found it surprisingly difficult to just find a relatively-complete list of games which use it.
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For music, it seems the first bus is sent with max volume (10000), and the rest are sent with 0 volume, which just means they're muted
So not sure why they have so many buses, but definitely seems to be something the tooling just generated because they set the volume levels for each bus manually, or something like that
I found that the "synth of synths" approach was actually used in Sonic Lost World
This is the only game where I've seen it used so far, so I'm not sure why this is
Maybe the cri tooling just changed to always use sequences in a later version?
I'd love to find the first ever game which uses CriAtom, so I can take a look at how the first format versions were. I looked a little but found it surprisingly difficult to just find a relatively-complete list of games which use it.