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However if you want to edit PAC files you should use my "PAC Manager" moving forward.įind the sample you wish to replace and click the Replace button.
SOUND EFFECTS KAMUI WAV CODE
I've now added code to handle these files also so that samples will work regardless. And as my code expected a correctly formed PAC file it failed detecting the offsets and would result in no samples working if you had a PAC file edited using this util on Ephinea. The issue with this is that this file is technically malformed. The original editor to work didn't alter the sample offsets. There is already a editor of PAC files called "PAC Manager" Unfortunately I didn't know of this when I named mine which I also named "PAC Manager". This file would be mainly for server admins that wanted to add a new sample and ID to the game without needing to alter the client data. If you are a modder and just want to replace samples in the pac files you wont need to worry about this file. You may have noticed that a new file appeared in the game data named pacdescriptor.prs this file contains the hardcoded data that was in the exe that can't be dynamically generated (such as ID's and loop offsets) This is a file format I've come up with so isn't standard to PSO. So I've added code to the Ephinea client so that it can process these PAC files and dynamically construct the hardcoded offsets. Modders would have to ensure that the replacement sample is smaller or the same size as the sample they were replacing. Along with ID's, loop information and so on. The issue with these files is that the offsets for where each sample is located in the PAC is hardcoded into the game's EXE. To add samples to PSO requires adding them to the PAC file located in the subfolder data\sound.
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