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blitz:music [2026/08/28 16:10] – created gameboyadv4002blitz:music [2026/08/28 16:27] (current) – gameboyadv4002
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 The specific music track that players for a given Map can be found in Mush/MapInfo.release.byml, where the BgmType parameter selects a track from the loadlist. The name used matches the internal name, but it is currently unknown how the STRM_[CONTEXT] part of the file's name is handled. The specific music track that players for a given Map can be found in Mush/MapInfo.release.byml, where the BgmType parameter selects a track from the loadlist. The name used matches the internal name, but it is currently unknown how the STRM_[CONTEXT] part of the file's name is handled.
 +
 +===== Replacing BFSTM Files =====
 +First of all, find the Bars file that is used to load the track, and check the frequency (typically 48000Hz, but you should always check). Using [[https://github.com/libertyernie/LoopingAudioConverter|LoopingAudioConverter]], convert the original into a more typical file format. Compare the original file with the one you want to use as a replacement to make sure they are of the same volume. Use [[https://github.com/libertyernie/LoopingAudioConverter|LoopingAudioConverter]] to convert the replacement to BFSTM, making sure to set it to the correct frequency. Change the name to that of the file you are replacing, place it in your SD card at [GAME ID]/Sounds/Resource/Stream, then go and test.
 +
 +==== Looping Audio ====
 +By default when a track ends it will start from the 00:00 mark. You can set custom loop information by selecting "Ask for all files" under "For files with no loop information" when converting with LoopingAudioConverter. For each file, you can now set start and end times for the loop, and listen to see whether it sounds right.
 +
 +===== Replacing BFSTP Files =====
 +If you're still hearing the original game's audio for a split second, it means you need to edit the Bars file and change the BFSTP files.
 +<WRAP center round important 60%>
 +Work In Progress
 +</WRAP>
 +
 +