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OBR Music Tool 0.3.0

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@LorexValkin LorexValkin released this 22 Aug 08:32
· 2 commits to main since this release

OBR Music Tool 0.3.0 adds the Dialogue tab (every voice line in the game, with speaker and subtitle), previews for the Opus-encoded sounds, a play-length column and a round of list polish. The exe is code-signed.

What's new

Dialogue tab

  • Every voice line in the game, grouped by speaker: 1,127 speakers (named NPCs, factions, classes, and "Any Orc female"-style race groups) covering 135,046 lines / 94,284 recordings. Open Sheogorath and all 320 of his lines are there. Each line shows its topic, the subtitle text (hover it to read the whole line), the voice type (race, sex, alternative voices) and the play length; the speaker row shows the line count, the total length and how many lines are replaced. Names and subtitles are the game's English text, resolved from its localisation table, not editor ids.
  • Search matches speakers, words in the lines, topics, quests and voice types: haskill, sheogorath greeting, orc female rumors, martin dragonfires. The speaker whose name matches comes first, and only the matching lines are listed under each speaker.
  • Play, Replace and Remove work per line; replacements are written to Media/English(US)/<id>.wem in the pak, and the release README / playlists carry the speaker and line.
  • The game shares voice recordings between races: Dark Elf and Wood Elf lines use the High Elf actor's files, Orc uses Nord, Khajiit uses Argonian and Breton uses Imperial. A line that shares its recording says so (same recording as Dark Elf male, Wood Elf male), and replacing it changes it for every race that plays that file.

Previews

  • Sounds stored as Wwise Opus (most voice lines and some ambience) now decode and play, alongside Vorbis and PCM. Sounds that are generated by a Wwise plugin (no audio file, e.g. synthesised tones) are marked as such and cannot be replaced.
  • A Length column shows the play time of every sound, variation and voice line.

List polish

  • Double-click a sound or speaker to open or close its lines (the double-click no longer triggers a stray Play).
  • Row separators, vertically centred buttons, centred Replace label, no accent bar on variation rows.
  • Clearer status labels: Original / Edited / Partial / Plugin (were vanilla / replace / partial); speaker rows show N edited.

Under the hood

  • The dialogue index ships inside the exe (2 MB, compressed) and is decoded once on first use. It is built by tools/sfxindex from the Wwise voice events, the game's plugins (Oblivion.esm and the DLC .esp files under Dev/ObvData/Data) and the English Game.locres; the builder reports which races share voice actors.
  • .locres reader and Wwise Opus decoding (opus-decoder) added; the shared pak reader now also exposes the localisation files.
  • The game's pak index used for previews now loads in the background right after connecting, so the first Play no longer pauses the window. Dialogue search no longer allocates per line; clippy-clean, dead code removed.

Known limitations

  • Melee weapon impacts (nws_weap_impact) may only partly take effect in-game; their soundbank carries its own copy of the audio.
  • The title-screen music loops at a fixed point set inside the game (see the README).
  • Xbox app / Game Pass installs are not supported.

About this build

The exe is code-signed with the Computer Works certificate (the developer's company; OBR Music Tool stays a free, open-source hobby project, see the README). A brand-new build can still get a SmartScreen "unrecognized app" prompt until it builds up reputation: More info > Run anyway, or build from source.

Requirements

Unchanged: Windows 10/11, Oblivion Remastered (Steam), and Wwise Authoring (free) for converting audio to .wem. Install instructions are in the README.