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GTA Modification Forums
[GUIDE] SFX Files Archive Descriptions of files from the sfx.sdt
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PAY  |
Posted: Saturday, Jun 11 2005, 06:53
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Player Hater

Group: Members
Joined: Jun 10, 2005

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HexBitt  |
Posted: Saturday, Jul 23 2005, 21:28
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Player Hater

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Joined: Jul 22, 2005

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Zappo  |
Posted: Thursday, Oct 13 2005, 11:10
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Player Hater

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Joined: Oct 11, 2005

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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
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pdescobar  |
Posted: Wednesday, Oct 26 2005, 22:21
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Conformist Scum Panda

Group: Members
Joined: Jul 19, 2005


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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?
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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
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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  |
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Conformist Scum Panda

Group: Members
Joined: Jul 19, 2005


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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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Retired

Group: Members
Joined: May 12, 2005



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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  . Enjoy  ! EDIT - original url wrong, fixed now .
This post has been edited by benisablink182fan on Saturday, Apr 22 2006, 09:30
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il_86  |
Posted: Tuesday, Jun 19 2007, 12:29
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Player Hater

Group: Members
Joined: Jun 18, 2007


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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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