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Pages: (4) 1 [2] 3 4   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [GUIDE] SFX Files Archive

 Descriptions of files from the sfx.sdt
 
PAY  
Posted: Saturday, Jun 11 2005, 06:53
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HexBitt  
Posted: Saturday, Jul 23 2005, 21:28
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DaEm0NuL  
Posted: Sunday, Jul 24 2005, 11:16
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Is there any list for the sounds of GTA SA in production ? Cause i really need it .
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justa_newbie  
Posted: Tuesday, Aug 9 2005, 23:57
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or better yet, will GTA3 Sound Tools work for
San Andreas?

spaceeinstein?

thanks for any insight.

justa_newbie
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dudeman1234  
Posted: Monday, Aug 22 2005, 16:17
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how do install the mod?????????????????????????????????????????????v 3
spaceeinstein please tell me!!!!!!
i want to know how to install the "all in one mod" v 3 for vice city...plzz

This post has been edited by dudeman1234 on Friday, Aug 26 2005, 23:55
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spaceeinstein  
Posted: Friday, Aug 26 2005, 14:31
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There is no archive for San Andreas because no one is cracking that yet. And it has just been releassed for two months so wait.
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dudeman1234  
Posted: Friday, Aug 26 2005, 23:56
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plzz tell me how to install the All In One Mod v3 for vc!!!!!!

This post has been edited by dudeman1234 on Saturday, Aug 27 2005, 00:03
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Zappo  
Posted: Thursday, Oct 13 2005, 11:10
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Does someone now the correct import settings for the 9 files in the GTA SA SFX folder if imported in a audio editor like adobe audition?

"raw mono audio streams in Signed 16-bit little-endian Intel PCM
format at about 20000 Hz"

This info is from the Free SA radio tool, but this is wrong and all files sounds like mickey mouse, much too fast.
16000 is also still to fast, 11025 sounds to slow, has someone figured out the correct settings for the SFX files?
Or besser use another editor, which can handle them perfect?

P.S. Where are the sounds from maccer from the mission where cj drives him and his friend from the desert to LV?
I'm also interessted in all catalina sounds smile.gif
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pdescobar  
Posted: Wednesday, Oct 26 2005, 22:21
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QUOTE (Zappo @ Oct 13 2005, 07:10)
Does someone now the correct import settings for the 9 files in the GTA SA SFX folder if imported in a audio editor like adobe audition?

The following is a quote from a post by steve-m in the Music Files thread

QUOTE (steve-m @ Sep 14 2005, 07:45)
FEET - 15k, 16k, 17k
GENRL - both 18k
PAIN_A - almost all 15k, 6 of them 8k
SCRIPT - all 8k
SPC_[E|F|G|N]A - all 12k
SPC_PA - all 15k


EDIT a day later: Note, after looking into the format of the SA SFX archives myself, those values are incomplete; they are based on only the first bank of sounds in each archive. So, you may find some sounds in each archive that are way off when using the above values. For instance, there are some sounds in FEET with 8k and 12k sampling rates and even one that runs at 44.1k



This post has been edited by pdescobar on Friday, Oct 28 2005, 03:13
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pdescobar  
Posted: Monday, Dec 5 2005, 03:54
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I suppose this is technically a double post, but the last one was over a month ago and I wanted to make sure this was seen. In the process of testing my SA Audio Toolkit, I've come up with the beginnings of a bank-based directory for SA's SFX archives. Should I drop it in this topic (it's pretty huge, given the sheer number of SA SFX) or create a new topic for it or put it somewhere else?
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spaceeinstein  
Posted: Monday, Dec 5 2005, 04:17
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You can put it in a text file and upload it and link it to it.
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pdescobar  
Posted: Monday, Dec 5 2005, 04:46
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QUOTE (spaceeinstein @ Dec 4 2005, 23:17)
You can put it in a text file and upload it and link it to it.

Note, this post was majorly edited because my big-ass tables of data previewed just dandy but after I actually posted, Bad Things Happened™. The forum threw a serious hissy fit, the page display went all screwy, the post/preview buttons went away -- real horror show. It probably also exposed some flaw in the forum code that I am going to blissfully ignore. Anyhow, back on topic...

So, err, here's the SA SFX archives directory, grouped by sound bank since I don't expect anyone wants to describe 60,000+ individual files. Offsets and sample rates listed for those who want to extract them directly; soon that should be unnecessary when I write a decent importer for SAAT and it reaches release. The extra info in the SCRIPT archive table refers to entries in data\AudioEvent.txt and can be accessed via the mission script. Expect some wild inaccuracies; a lot of entries are blank since it's all pulled from a pair of text files by a perl script...

Because of the problems mentioned above, I am following spaceeinstein's advice and hosting it somewhere else and linking from here. It's a bit ugly and has more missing data than not, but we have to start somewhere. Eventually things will be filled in as people explore more. Updates and corrections will be cheerfully accepted.


This post has been edited by pdescobar on Monday, Dec 5 2005, 06:07
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Ben  
Posted: Saturday, Apr 22 2006, 02:36
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BUMP!

For my work in LC, I've made two bat files to effectively blank out the wavs extracted from the sfx archives in both GTA3 and VC.

Why is this useful? Well, to be honest, most people probably won't get any benefit from it. I use it to work out exactly what specific sfx sounds sound like in-game, which helps when I combine multiple GTA3 sounds into one file for playback on the VC engine.

Basically, read the readme to blank out your audio. Then, replace the blanks with whatever sound effect(s) you want to hear in-game and recompile the archive (back up your original first though). Stick it in your audio folder, load up the game, and head out to where the sound effect can be heard.

If you're interested, you can grab the file here - Nullpointer's tool included, thanks to Y_Less for his help and hosting icon14.gif. Enjoy smile.gif!

EDIT - original url wrong, fixed now icon14.gif.


This post has been edited by benisablink182fan on Saturday, Apr 22 2006, 09:30
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Blackadder.  
Posted: Saturday, Jul 8 2006, 06:06
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QUOTE
sfx00021 - sfx00022 = *unknown


I know what these are! Its when you reverse in a car!
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Jerre  
Posted: Tuesday, Dec 12 2006, 19:35
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I have noticed that there are about 8 or so different types of car sounds

Is it possible to change a car to another style
example: the hermes has the hermes sound but so does the cuban hermes so if i change the sounds of the hermes those of the cuban change too and that is the problem I only want the hermes to change

So is there a file or a program to change what sounds a car uses so i can give the hermes the sound of lets say the admiral without changing the cuban hermes (and the oceanic witch i think also uses the hermes sound)

Thanks
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Ben  
Posted: Wednesday, Dec 13 2006, 04:12
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Yes, it is possible.

The way you are asking about would be very difficult I imagine, and requires you to delve into the EXE and change some memory addresses. Firstly though, you'd have to find which addresses designate which SFX sound plays for which car - that in itself will take a fair bit of research.

You could change ID slots for the cars in the default.ide, which would move the cars swapped into different SFX groups. But you couldn't just change one car without there being an effect on others. So it's probably not the solution you're after.
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Jerre  
Posted: Wednesday, Dec 13 2006, 08:22
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I think i'm gonna do it differently i still have the bobcat unmodeld and it has a rather normal sound so i'll use the bobcat in stead of the hermes
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proevofanatik  
Posted: Sunday, Apr 22 2007, 12:09
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does anyone know what the sfx file is for a police siren in san andreas for pc?
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il_86  
Posted: Tuesday, Jun 19 2007, 12:29
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Hello.
Sorry for my bad english...
Thank very much to authors for very useful topic.
But after that I've read all this topic, I have one question.
While I read list of the vehicle sounds in VC, I can not find detailed list of cars to sound groups, only references like this
" sfx00383 - sfx00085 = engine sounds 1 (perennial)
sfx00386 - sfx00388 = engine sounds 2 (stinger)
sfx00389 - sfx00391 = engine sounds 3 (yankee)
sfx00392 - sfx00394 = engine sounds 4 (admiral)
sfx00395 - sfx00397 = engine sounds 5 (flatbed)
sfx00398 - sfx00400 = engine sounds 6 (bf injection)
sfx00401 - sfx00403 = engine sounds 7 (hotring racer)
sfx00404 - sfx00406 = engine sounds 8 (greenwood)
sfx00407 - sfx00409 = engine sounds 9 (oceanic)
sfx00410 - sfx00412 = engine sounds 10 (taxi)
sfx00413 - sfx00415 = engine sounds 11 (sabre)"...
And this is my question: please tell me where i can look detailed list of cars'sound or sound groups? Or write it here, I think it will be useful to other users too.
Can somebody help me, please?
Also, sorry for my bad, very bad English...
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ceedj  
Posted: Tuesday, Jun 19 2007, 12:39
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That IS the list. All the groups contain an acceleration, cruise, and deceleration sound. Obviously not every car is in there, because a lot of them share the sound banks. So 383 would be the Accel for the Perennial and cars like it, 384 is the Cruise, etc.
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