UPDATE: so, pretty much every audio works. However, there is one significant issue, and that is once converted to OPUS, it's impossible to edit in most editors except Audacity + ffmpeg.
So, great for when you don't need to deal with loop points with trial and error, and only after the volume is finalised.
UPDATE 2: and of course something was due to happen, namely, that loopstart and looplength are not recognised in OPUS files. I have positively no clue why since even changing the header via Hex made no difference, in fact made the whole thing unplayable. The tags are set properly and recognised by external editors.
EDIT3: I'm done for the day, I have no clue how to make loop points work with opus files. and I have other things to do unfortunately.
@AceOfAces_Mod , your help would be especially appreciated if you are interested since you had the idea in the first place.
as of now, ideal OPUS usages are for whenever the audio doesn't require a loop point (so, pretty much ME and some SE) as unless I'm wrong, E to S still works.
EDIT4: so, I tried using the converter provided in the first link very graciously. I can confirm that even setting loop points in the original file and then converting doesn't work, the game ignores them even if in MZ the preview window works.
EDIT5: understandably, while multitrack oggs work, multitrack opus renamed with .ogg extension don't. so the issue must be in how the engine is getting the information from the fake ogg file. I tried editing the header in Hex (you know, the last resort of the desperate) but all I mustered was an unreadable file.
EDIT6: what I could find about the different headers
- OGG File Header: An OGG file begins with a simple header that includes a magic number (a sequence of bytes used to identify the file type), the version number, and other information about the file. This is followed by one or more segment tables that contain the actual audio data.
- Opus File Header: An Opus file also begins with a header, but this header is more complex and contains more information. The Opus header includes a magic signature, version number, audio sample rate, number of channels, and other information. This is followed by one or more audio frames that contain the actual audio data.