afaik in game, there's no playlist, it plays one track at a time, if it loops, it will stop whenever some event stops the current track being played (ex: entering some menus, starting a match), if it doesn't, it'll just stop playing. So if your song is not looping then it's normal that the game doesn't play anything else once the song is over. So I don't really see what's wrong with the nus3bank if you're making it not loop and the song does indeed not loop.
Yes, normally game scene switching will change the music player's status, but the game I'm trying to hack is, uh, a kind of special. The stage's system seems to need the music's endsign to end. If the music which was injected by the editor hasn't an "end" (just like the pop up says, "ended with an error"), the stage will never finish. If it has an "end", the stage will finish after the playback ends. Sounds strange, but the game's behavior is like this.
I use the editor to determine whether it has an "end" or hasn't. If the warning msgbox hasn't appear during the injection, the new .nus3bank works fine. or else, works bad.
Are those results specific to one song or can you replicate the same behavior with all songs?
Sorry for not make it clear. Using the editor for injection, I found that some audio files were injected smoothly, while the other audio files were be warned. So I tried to make those invalid files to valid. By using the brawlbox, I can replicate the same behavior with those warned songs.
This .brstm was generated by brawlbox (with a loop). At the beginning of injection, if I choose "not disable the loop", it'll not pop any warns up. if I choose "disable the loop", it'll pop up the warning msgbox.
This one was generated by brawlbox (no loop). Whether I choose "yes" for adding a loop or choose "no", it'll pop up the msgbox.
I want to figure out what the "end" is, and how to fix the song with the "end". Although the brawlbox can make a .brstm with an "end" (no warning message), yet my hacking game doesn't need any loop. Again, thanks for your reply.