Part 4: BGM (by 650fosho)
First, download Audacity
Next we're going to click the Edit button up top and go down to "Preferences", go to Import / Export and select "Use Custom Mix (for example a 5.1 etc)", you should only need to do this once. http://imgur.com/UgLUMBO
If you want to default all future audio tracks as 16, go to "Edit -> Preferences" and go to "Quality" change "32 bit-float to 16"
(however it appears that setting a song to 16 bit or 32 doesn't make a difference)Adding a song
Now, drag and drop your custom song into Audacity, more than likely it's a stereo mix and will result in two channels
Make sure the song is formatted to 48000Hz! This is very important, look below at your Project Rate, if it says 44100Hz, then we need to convert this to the correct format. In order to do this, set your Project Rate to 48000Hz then export to a .mp3 file. Now open a new audacity project and drop the new file in, if its 48000Hz in the project rate as well as on the track itself, then you are good to go.
Now in order for UMvC3 to read this audio, it needs to have 6 tracks total, your first two are stereo audio, so now go up top to Tracks and "Add New -> Audio Tracks", since your stereo track counts as 2 tracks, we only need 4 extra. Each extra track you add should be set to 48000Hz (bit rate doesn't matter)
If you aren't concerned about looping, you can simply use a very long song and begin exporting.Exporting
Now hit "File -> Export"
You need to look into the part 1's BGM section. All the background music in the game can be found in /steamapps/common/ULTIMATE MARVEL VS CAPCOM 3/nativePCx64/sound/bgm/source
Every single .sngw file can be easily converted into .ogg by changing the file extension. Alternatively, if you have the right codecs, MPC-HC can play .sngw files by associating them to it. Here's what I've gotten labeled so far.
Change the name of your song to a title of your choice, if you want training stage then name it bgm_st_000
Make sure you select Ogg Vorbis File and click "Options" and set quality to 10
Next you will see an "Edit meta data" window appear, this is important, hit "Clear" to remove old data, then create a new field underneath "comments" and manually type in "Ver" (there is no auto fill, correct spelling is important!), select the value box next to it and type in "0002", you want to see this: http://imgur.com/VQ9kPvF
*(dont worry about the looping values for now, see section below)*
You will know you've done things correctly when after the Meta Data window, you will see this: http://imgur.com/KtdsyHE
After it's complete, find your file and rename it from a .ogg file to .sngw
Go to: /steamapps/common/ULTIMATE MARVEL VS CAPCOM 3/nativePCx64/sound/bgm/source
Back up your old file then replace it with your new one.
Open the game then go to Gallery to find your music or play with the appropriate character/stage/menu/etc to test itSet up Loop
Remember this image? http://imgur.com/VQ9kPvF
You will notice a LoopStart and LoopEnd Tag, this is how the game registers where to loop the files by it's sample.
First to make this a bit easier, go down below and change your "Selection Start" to read as "Samples": http://imgur.com/WxHoEHg
Now the hard part, we have to figure out where we want to start our loop and where to end it, that will be up to you and how good you are finding the loop point will determine how choppy or perfect the transition is
Open a text editor to make this easier to keep track of the data, within Audacity select where you want the loop to begin, this will be trial and error but you want to make sure you are as close to the downbeat as possible (usually where the kick drum starts it's loop)
Here is an example: http://imgur.com/YDQBIic
Here is a further zoomed example: http://imgur.com/H8UxWHD
Notice how I am just on the edge of where the wave file starts to ramp up
Take note of your Select Start at the bottom, here I have 754,287 and I make note of this in my text editor
Next we need to find the end of the loop, this is a bit trickier but hopefully you have a song that already loops on itself, if that's the case then we need to find the audio space between the last piece of the loop and just before the next downbeat: http://imgur.com/TSRCGmj
You will notice how I'm aiming for a similar spot later in the song, except now our Selection Start is at 4,351,505
Now when you Export your song, enter fields for LoopStart and LoopEnd as I had it in this image: http://imgur.com/VQ9kPvF
We don't need commas, just input the raw numbers that you tracked earlier then export your file using the steps we went over above.
Test your song and listen to it a few times to make sure it loops properly.
Remember, you don't need your loop to start at 0, many songs will have a quick intro before going into the looping sectionDynamic BGM
Dynamic BGMs are a bit different in nature, there are 2 audio files for each stage (except training stage) that holds the music files. If you open up the original sound file (for example we'll use bgm_st_001 which is danger room) in audacity you'll see there are 6 tracks but the bottom 2 also has a song. Dynamic BGMs alter the song based on how many characters are left, the first character is set to the top two tracks, the second character is stored in bgm_st_001_b and the 3rd character is set to the bottom 2 tracks. So how do we make a custom dynamic BGM?
First, make sure your source audio is already set to 48000Hz BEFORE you drop it into audacity, please refer to the Adding a Song section above
Drop in your .mp3, it can be stereo
Add 2 more blank tracks
Drop in the same .mp3 below your blank tracks so you have a total of 6 but INCREASE the volume of the bottom 2 tracks by +4 DB (however this may be a case by case basis and requires verification on your end to ensure volume levels are the same throughout each stage transition)
Do your normal looping procedure as explained in the Looping section
Use the same export options that we went over above to make a bgm_st_XXX.ogg
Keep your same project and delete the bottom 4 tracks so you have your original two tracks still, export as bgm_st_XXX_b.ogg (your looping meta data should carry over from your first export)
(tip: you can save your meta data by clicking the "save..." and make an .xml file for reuse or as a template for other projects with "Ver 0002")Troubleshooting
Still having issues? it's probably because the original song you are using is at 44100Hz, in order to fix this, drop in your music in a new project, if you see 44100Hz, you should also see 44100Hz at the bottom left where it says "Project Rate" and set that to 48000Hz. Then, export your song to a .mp3 file. Next, make a new project and drop your new .mp3 file in and it should be set to 48000 correctly.
Problems with your 3rd transitions audio on your Dynamic BGMs? Again, try upping the volume meter on your bottom 2 tracks (should be 5th/6th), I use +4 but each song may be different. Quickest way to test your volumes is by going into the gallery and selecting your stage music, if you have another audio program with a way to record your desktop audio (sometimes referred to as "what you hear"), you can alt-tab to that and check the volume meters through your software while it's playing.Link from DMC4 pastebin that is of usehttp://pastebin.com/raw/hTBxweH8