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[Update Request] BeyondGame v1.2 #32

Description

@Nemra520

:)xD
Beyondgame has been updated to version 1.2, but the map files seem not to have been updated. When I was attempting to restore the voice path for version 1.2 on my own, I didn't know how to calculate the Wwise FNV64ID form TableCfg.

Examples:
"-100390554": { "RTPCMap": {}, "RTPCMapCN": {}, "RTPCMapEN": {}, "RTPCMapJP": {}, "RTPCMapKR": {}, "codec": 20, "devStage": "Formal", "isPlaceholder": false, "overrideWwiseEvent": "", "path": "v1d2/Narrating/HS_Part03/sm2l2m2/au_dlg_sm2l2m2_2_012.wem", "speakerChannel": "man_30_23", "voType": "Narrating", "wavDuration": 3.284729242324829, "wavDurationEN": 3.6121249198913574, "wavDurationJP": 2.5233333110809326, "wavDurationKR": 3.9841666221618652 },
I have no idea how they managed to convert a single wem path into different IDs in four languages. Moreover, I want to retrieve some background music paths for certain scenes or storylines because some variations and partial adaptations won't be released in the album, but I haven't been able to figure out a solution. I couldn't find the wem path for the scene music in the game files.
Thanks,have a nice day!
AudioDialog.json

Activity

  1. Nemra520 commented on May 23, 2026

    @Nemra520
    Author

    AudioCueTable.json
    Maybe this will be helpful to you.

  2. Escartem commented on May 28, 2026

    @Escartem
    Owner

    Sorry for delay, I'll check this today

  3. SherkeyXD commented on Jun 5, 2026

    @SherkeyXD

    Currently we don't get mapping for the scene music files, not in TableCfg at least.
    However it seems to be something in Bundle, some MonoBehaviour got info but we don't know the mapping logic.

    assets/beyond/dynamicassets/gameplay/dialog/timeline/dlgtl_e8m2_1_sub_1/playable/dlgtl_e8m2_1_sub_1_actor.playable

    {
      "m_GameObject": {
        "m_FileID": 0,
        "m_PathID": 0
      },
      "m_Enabled": 1,
      "m_Script": {
        "m_FileID": 1,
        "m_PathID": 4541761526415036523
      },
      "m_Name": "AudioMusicPlayable",
      "_audioEventKey": "au_music_dlgtl_e8m2_1_B",
      "musicActionType": 1,
      "triggerOnSkip": 0
    }
  4. Nemra520 commented on Jun 5, 2026

    @Nemra520
    Author

    Currently we don't get mapping for the scene music files, not in TableCfg at least. However it seems to be something in Bundle, some MonoBehaviour got info but we don't know the mapping logic.

    assets/beyond/dynamicassets/gameplay/dialog/timeline/dlgtl_e8m2_1_sub_1/playable/dlgtl_e8m2_1_sub_1_actor.playable

    {
    "m_GameObject": {
    "m_FileID": 0,
    "m_PathID": 0
    },
    "m_Enabled": 1,
    "m_Script": {
    "m_FileID": 1,
    "m_PathID": 4541761526415036523
    },
    "m_Name": "AudioMusicPlayable",
    "_audioEventKey": "au_music_dlgtl_e8m2_1_B",
    "musicActionType": 1,
    "triggerOnSkip": 0
    }

    Okay, so could ya tell me how to get the audio ID calculated from that conversation audio "v1d2/Narrating/HS_Part03/sm2l2m2/au_dlg_sm2l2m2_2_012.wem"? That'd help me figure out the file path on my own, thanks a ton!

  5. Escartem commented on Jun 5, 2026

    @Escartem
    Owner

    Oh i forgor again lol sorry, so wait is the requirement only to update to 1.2 or also include the new elements because we can't get everything as explained above

  6. Nemra520 commented on Jun 9, 2026

    @Nemra520
    Author

    It time updata to 1.3 map

  7. Escartem commented on Jun 10, 2026

    @Escartem
    Owner

    Yep

  8. Escartem commented on Jun 20, 2026

    @Escartem
    Owner

    Should be up to date

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