Originally Posted by
Steph
Shymphony has a little flaw, since it sometimes just says "unknown_event63".
It works, you cna find the event referenced in other files, but it's not always easy to follow.
For this, I used three solutions with NTW
1) In patch5.pack (I think), CA included the raw XML and csv files, AND the compiled file. The raw files are useless by themselves since you can edit them and it will have no effect (the modification are not compiled), but it was useful as a reference to compare with file unpacked by Symphony. So if by any chance you have uncompiled files somewhere in a Shogun patch, perhaps you can do the same.
2) You can open at the same time every file extracted by Symphony using notepad++, and use the research function on every opened file. It can help to se the interaction between the files.
3) For some events, I was not sure when they were triggered. So I created fake sound events in the csv, with associated mp3 saying "Test1", "Test2", "Test3"
And then, in the sound back, I connected the events (like "unit_selected") to this fake file. Then you play the game, and you can see exactly when a sound event is triggered.
The event names aren't a big problem, but rather the unknown element names associated with each event in the sound bank. Here's a sample block:
Most of the banks are similar. You can't presently tell what units or other parameters are associated with each event. I was guessing at what the enclosed integer values might represent by searching across all xml files, looking for common matches to known values from the units table (e.g. unique ID). It's not going well Perhaps I have the wrong idea about what those values represent. The raw data would be great, but... no such luck.