[PLEASE HELP] Any way to fix background music/Instruments issue?

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I'm not a fan of background music in first person games generally as it rips me out of the immersion so I tend to turn it all the way down.
Because of that every single person playing an instrument got muted.
All radios, advertisements and other sources of audio and music throughout the City work with the music turned off but for some reason people playing instruments is tied to the background music, so they are all muted.

I know this is a niche as hell problem, but does anyone at all know of a fix for this?

I poked around in Wolvenkit, but I am way out of depth. It's been 15 years since I've done any mod work and all my past experience is either simple file replacements, or hex editing ROM files; so idk wtf I'm doing.
The Soundbank folder is intimidating and I can't preview most of the files I try to even though I added the Resource Browser Plugin (WaveBadFormat calling waveOutOpen error)

I was really hoping this would change in 2.3 but it did not, so out of desperation, I have turned here.
 
I'm not a fan of background music in first person games generally as it rips me out of the immersion so I tend to turn it all the way down.
Because of that every single person playing an instrument got muted.
All radios, advertisements and other sources of audio and music throughout the City work with the music turned off but for some reason people playing instruments is tied to the background music, so they are all muted.

I know this is a niche as hell problem, but does anyone at all know of a fix for this?

I poked around in Wolvenkit, but I am way out of depth. It's been 15 years since I've done any mod work and all my past experience is either simple file replacements, or hex editing ROM files; so idk wtf I'm doing.
The Soundbank folder is intimidating and I can't preview most of the files I try to even though I added the Resource Browser Plugin (WaveBadFormat calling waveOutOpen error)

I was really hoping this would change in 2.3 but it did not, so out of desperation, I have turned here.
That will likely be a very hard thing to tweak. Sound in REDengine is deeply embedded, from what I know. You can try bringing it up in mod discussions -- someone there may be able to give you a more technical answer.

Generally, sounds play on assigned channels. So there's a channel for footseps, separate channels for weapons and combat sounds, other channels dedicated to voices, and so forth. Music is apparently all on dedicated music channels, whether coming in as underscore for a scene, over the car radio, or coming from a "band" playing live. (The computer doesn't differentiate, it just plays audio on the associated channels.)

Likely, achieving what you want would require something like a mod that replaces all in-game music, cutscene music, etc. with blank audio tracks, but leaving the specific tracks for things like a guitar player strumming on the street in place. That would likely be a very intensive mod prone to all sorts of issues. But, technically, it should be possible.
 
That will likely be a very hard thing to tweak. Sound in REDengine is deeply embedded, from what I know. You can try bringing it up in mod discussions -- someone there may be able to give you a more technical answer.

Generally, sounds play on assigned channels. So there's a channel for footseps, separate channels for weapons and combat sounds, other channels dedicated to voices, and so forth. Music is apparently all on dedicated music channels, whether coming in as underscore for a scene, over the car radio, or coming from a "band" playing live. (The computer doesn't differentiate, it just plays audio on the associated channels.)

Likely, achieving what you want would require something like a mod that replaces all in-game music, cutscene music, etc. with blank audio tracks, but leaving the specific tracks for things like a guitar player strumming on the street in place. That would likely be a very intensive mod prone to all sorts of issues. But, technically, it should be possible.
Thank you for your response.
Would it be feasible to change the channel the instruments are on?
Like say put them on the same channel as the car radio for example, or maybe the same as the screens and TVs throughout the city, since those work as expected and are not muted when the bg music is.

I would think changing some pointers would be less intensive than replacing hundreds of audio files, but as mentioned previously I'm super out of my depth and just trying to figure out where to begin tackling this
 
Thank you for your response.
Would it be feasible to change the channel the instruments are on?
Like say put them on the same channel as the car radio for example, or maybe the same as the screens and TVs throughout the city, since those work as expected and are not muted when the bg music is.

I would think changing some pointers would be less intensive than replacing hundreds of audio files, but as mentioned previously I'm super out of my depth and just trying to figure out where to begin tackling this
Myself, I have no idea. I've never modded any of the CDPR games.

I'll swap this discussion to the modding channel. Someone there will definitely know more.
 
Audio is challenging, I think. I don't know specifics, but I remember from the Witcher 3 days that audio files are sort of baked in to the game in a way that makes them rather non-modular. I can remember some modders talking about significant challenges trying to alter what was there. I would imagine doing what you've described would likely mean somehow creating a new audio channel. I have no idea where one would begin with that, or how they could redefine the existing audio tracks to be added to that specific channel, then have that channel recognized by all of the applicable parts of the game.
 
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