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 AUDIO

 sound effects, radio stations, etc
 
Demarest  
Posted: Friday, Feb 6 2004, 16:23
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Audio


This is the thread for all audio discussion and releases.

Here's how you convert the radio stations. You do not need to convert the GTA3 radio stations AT ALL to hear them in GTA:LC. You can leave them as waves, or you can convert them to mp3 to save hard drive space, the choice is yours.

To do this, open up the gta-lc.ini file in Notepad. The beginning should look like this:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
25=AUDIOLC\COMopen.wav
26=AUDIOLC\SUBopen.wav
27=AUDIOLC\BET.MP3

And so on. To get the GTA3 radio stations, you need to make sure that the radio stations from the GTA3 CD are in the audioLC folder with their original names. If you change them to mp3s or move them somewhere else you have to change this to match your settings. But if you simply copy the files from your CD to your audioLC folder, this is what the beginning of your gta-lc.ini should look like.
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
0=AUDIOLC\head.wav
1=AUDIOLC\class.wav
2=AUDIOLC\kjah.wav
3=AUDIOLC\rise.wav
4=AUDIOLC\lips.wav
5=AUDIOLC\game.wav
6=AUDIOLC\msx.wav
7=AUDIOLC\flash.wav
8=AUDIOLC\chat.wav
25=AUDIOLC\COMopen.wav
26=AUDIOLC\SUBopen.wav
27=AUDIOLC\BET.MP3

That should give you GTA3 radio stations, enjoy.

For more information, see Craig's post directly below this one wink.gif.

--------------------------------------------------------------------------


All audio updates are linked to throughout this topic are covered by the Beta2 v5b installer.

However, updates released since then can be found in the following places:
Here - thanks Ben
Here - thanks Ben
Here - thanks spaceeinstein
Here - thanks spaceeinstein

Also note that Hammer83's Audio Blanking Tool is to be included with the Beta2 v6 installer - this tool blanks out all unused VC audio in your LC\Audio folder.

This post has been edited by Ben on Saturday, May 27 2006, 01:31
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Craig Kostelecky  
Posted: Saturday, Feb 7 2004, 09:07
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There are a lot of problems that can occur if the audio files are not properly copied. Here's how you find and fix audio problems like that. First, go into the Launcher's interface. The easiest way to do this is by clicking on the Show Config shortcut. If that doesn't work then open up the gta-lc.ini file. The first few lines should look like this:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
16=AUDIOLC\S1_PF.MP3
Change that to this and save the file:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0
showconfig=1

[WavePath]
16=AUDIOLC\S1_PF.MP3
Then click on the gta-lc.exe file and this window should come up.
user posted image
Click on advanced and then go to the audio tab.
user posted image
Click on the Verify Paths button. It'll tell you what file(s) are missing. If a file is missing, make sure you put it where it's supposed to be. Once you get this message, you should be good to go.
user posted image
You may also not have the latest ini file. You can grab that (along with the newest code file) here.

If all of that doesn't work, let me know (and provide specific details)

This post has been edited by Craig Kostelecky on Monday, May 9 2005, 03:42
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Outback  
Posted: Saturday, Feb 7 2004, 09:17
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Easy. GTA3 file is Police.wav, VC file is Police.mp3

Converts the same way as the other radio stations, except for the ADF part.

EDIT. Since killer.ip is doing a full tutorial, I'm just going to a C&P of what's already been posted.

QUOTE (Aztlan)
copy the radio stations from the gta3 cd to a folder, once you done that use this wave to mp3 converter

http://download.com.com/3000-2140-10249519.html

once you done that use the mp3 to adf converter by Raptor
is found in this page, is called
"ADF converter"
http://www.gtagaming.com/mods/tools

and finally copy the radio stations to the audio folder
make sure the names match those in the folder


And the file list.

CODE
Old           New
Filename      Filename    

head.wav   -> wild.adf    
class.wav  -> flash.adf  
kjah.wav   -> kchat.adf    
rise.wav   -> fever.adf  
lips.wav   -> vrock.adf    
game.wav   -> vcpr.adf    
msx.wav    -> espant.adf
flash.wav  -> emotion.adf  
chat.wav   -> wave.adf

NOTE: THIS FILE IS NOT ADF
police.wav -> police.mp3


This post has been edited by [4D]Outback on Saturday, Feb 7 2004, 09:35
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Craig Kostelecky  
Posted: Saturday, Feb 7 2004, 09:35
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Ahh. I didn't realize I had to look on the CD for the file. I thought I had to export from sfx.raw. This is much easier.
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Outback  
Posted: Saturday, Feb 7 2004, 09:45
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Just to clarify, Police.wav/mp3 is the police radio you hear while in a police vehicle, NOT the one you hear when you're Wanted.
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killer.ip  
Posted: Saturday, Feb 7 2004, 16:33
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As far as I know the Wanted audio files are a new addition to the VC engine, they don't have an equivalent with GTA3 and as such there is nothing to transfer over.

A simple way of removing them would be to track down exactly which files are being played when you have a wanted level, and replace them with edited files that contain null data... they'd still be played, but there would be no audio.

Thanks for posting Aztlan's tutorial Outback, it's held us in good stead since early December. A more detailed version will be available in the release documentation. I've also been in touch with RAPTOR and obtained permission to host his ADF Converter personally, so at some point we'll be able to dispense with the link to GTAGaming. smile.gif
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ModelingMan  
Posted: Saturday, Feb 7 2004, 21:00
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I know the GTA3 wanted level audio is seperated into different files in the sfx.raw like:

we got a....
theres a....
respond to a....
10
11
50
55
80
81
65
9
29
and so on......

I don't know about the VC wanted levels though.
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ghost of delete key  
Posted: Saturday, Feb 7 2004, 23:16
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All the Police audio clips are

sfx00179
thru
sfx00265

and include the radio static, numbers, colors, location names, vehicle descriptions, etc.

The sfx.raw clips are for when you are wanted, and when you're driving the police car. Police.mp3 is the radio banter you hear when you are on a vigilante mission.
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killer.ip  
Posted: Sunday, Feb 8 2004, 01:43
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Thanks for the new information guys, just taken a look and GTA3's wanted audio files run from sfx00188 to sfx00279. There's 5 more than for VC, and even if there weren't there'd be no guarantee they'd make any sense if ported over then played back.

If it's coded into the SCM there's a possibility one of the resident coders will understand how to reference one with the other -> code to the audio. Possibly even transplant the chunk of data governing this effect over... if at all possible. dontgetit.gif
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Demarest  
Posted: Sunday, Feb 8 2004, 08:31
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No, it's not dictated by the code. However, it probably is governed by the ZONs or whatever file causes "Redlight District" to appear on screen as you enter that area. That's what probably tells the dispatch to say "redlight district" and so on if that makes sense.
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Outback  
Posted: Sunday, Feb 8 2004, 09:05
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Dem, that makes perfect sense, siince GTA3 has 5 more zones than VC, IIRC.
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ModelingMan  
Posted: Sunday, Feb 8 2004, 09:11
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Said By Demarest:
QUOTE
...However, it probably is governed by the ZONs or whatever file causes "Redlight District" to appear on screen as you enter that area...


What you're refering to is the MAP.ZON file, which has the zone numbers and coordinates:

CODE
zone
#Zone01, 3, -2152.45, -1162.06, -133.012, -352.454, 2137.94, 466.988, 3
Zone01, 3, -2152.45, -1162.06, -133.012, -352.454, 1000.94, 466.988, 3
Zone02, 3, -2152.45, -1952.06, -133.012, -532.454, -1162.06, 466.988, 3
Zone03, 3, -534.443, -2136.97, -133.012, 695.557, -1156.97, 466.988, 2
Zone04, 3, -364.007, -1156.97, -133.012, 645.993, -866.971, 466.988, 2
Zone05, 3, -361.448, -866.711, -133.012, 688.552, 13.2891, 466.988, 2
Zone06, 3, -269.862, 13.2891, -133.012, 680.138, 43.2891, 466.988, 2
Zone07, 3, -234.246, 43.8175, -133.012, 685.754, 73.8175, 466.988, 2
Zone08, 3, -208.805, 74.3461, -133.012, 681.195, 104.346, 466.988, 2
Zone09, 3, -173.189, 104.875, -133.012, 636.811, 144.875, 466.988, 2
Zone10, 3, -137.572, 145.579, -133.012, 632.428, 205.579, 466.988, 2
Zone11, 3, -49.8334, 205.518, -133.012, 630.167, 335.518, 466.988, 2
Zone12, 3, 640.905, 104.875, -133.012, 1900.91, 784.875, 466.988, 1
Zone13, 3, 691.786, -1875.13, -133.012, 1901.79, 104.875, 466.988, 1
Zone14, 3, 651.081, -1156.95, -133.012, 711.081, -866.95, 466.988, 1
#Zone15, 3, -360.31, 358.038, -133.012, 239.69, 2178.04, 466.988, 3
Zone15, 3, -360.31, 358.038, -133.012, 239.69, 1000.04, 466.988, 3
#Zone16, 3, 249.123, 1122.49, -133.012, 919.123, 2222.49, 466.988, 3
Zone17, 3, -359.7, 13.1446, -133.012, -269.7, 203.145, 466.988, 3
Zone18, 3, -269.7, 43.8175, -133.012, -234.246, 203.145, 466.988, 3
Zone19, 3, -234.246, 74.3461, -95.5116, -208.805, 203.145, 429.488, 3
Zone20, 3, -208.805, 104.875, -133.012, -173.189, 203.145, 466.988, 3
Zone21, 3, -173.189, 145.579, -133.012, -137.572, 203.145, 466.988, 3
Zone22, 3, -360.168, 203.439, -133.012, -50.1679, 358.439, 466.988, 3
end
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killer.ip  
Posted: Sunday, Feb 8 2004, 15:49
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Sorry guys, that's not what I was getting at. Take your sfx.raw and have a listen to a couple of the clips listed above. You'll notice that each file does not provide a complete sentence, to me it sounds like gta takes several of these individual files and joins them up to make a coherent one. So unless the order of audio clips is exactly the same between VC & GTA3 there's going to be a need for a heap of research... otherwise the sentence's produced would be complete gibberish. confused.gif

I know about the navig.zon, Knux was working on that and found he ran out of space to complete the references to GTA3's place names. To be honest I'd prefer an incomplete ZON to the virtually blank one we're currently using, but that's an issue in it's own right.

The audio was always going to be a tough problem to crack anyway as there's no chance we'd be distributing a pre-compiled sfx.raw with the mod. If this idea does get to see the light of day it's going to have to take the form of a conversion guide and steady nerves in the case of the end-user.

This post has been edited by killer.ip on Sunday, Feb 8 2004, 16:11
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Demarest  
Posted: Sunday, Feb 8 2004, 17:10
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Unless of course we can provide a tool that will prompt you for the directory of LC and GTA3 and then do the extraction and swap by itself. Not sure how possible that is; I'm no tooler.
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ghost of delete key  
Posted: Sunday, Feb 8 2004, 19:55
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First, a correction: I had previously said in error,
QUOTE
The sfx.raw clips are for when you are wanted, and when you're driving the police car. Police.mp3 is the radio banter you hear when you are on a vigilante mission.

when what I meant to say was :

The sfx.raw clips are for when you are wanted.
Police.mp3 is the radio banter you hear when you are driving the police car (and for vigilante missions). heh, sorry... blush.gif

I believe you are all correct in deducing that the radio messages are strung together by zone, etc... however, looking through the the main.scm, I dont see anything that puts the clips together in a coherent fashion, which leads me to believe that the actual messages are stored in tables in the .exe cry.gif In main.scm, sounds seem only to be referenced by variables.
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PineCreek-Skidz  
Posted: Monday, Feb 9 2004, 00:37
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So I suppose the sfx.INF file stores all the information of how the sound should be played and kind of acts as an array for the game to look at, then the sounds are triggered through the EXE when needed.

I ripped out the old Hex editor to see if I could find any entries that had sfx00179 in it and I also just searched up sfx. There was a lot of entries that had sfx_01 and others that referred to the SFX.RAW but none referred specifically to the sfx files in the RAW file.
I dont know what else to check, does anyone know what the sfx.SDT is for?
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Outback  
Posted: Monday, Feb 9 2004, 00:42
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Where is this SFX.INF located? I can't seem to find one in my folders. notify.gif
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ModelingMan  
Posted: Monday, Feb 9 2004, 00:48
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QUOTE (PineCreek-Skidz @ Feb 9 2004, 00:37)
I dont know what else to check, does anyone know what the sfx.SDT is for?

the sfx.SDT file splits the sfx.RAW into sfx00001, sfx00002.... and so on.
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PineCreek-Skidz  
Posted: Monday, Feb 9 2004, 00:48
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Its in the RAW file, ill just put it up for D/L so you can take a look.
sfx.inf

ModelingMan: Thanks for clearing that up smile.gif

This post has been edited by PineCreek-Skidz on Monday, Feb 9 2004, 00:52
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ModelingMan  
Posted: Monday, Feb 9 2004, 00:52
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the sfx.INF is like a text version of the sfx.SDT
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