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Pages: (20) 1 [2] 3 4 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [WIP] San Andreas Audio Toolkit (SAAT)

 programs to modify streams/sfx
 
Scrag  
Posted: Friday, Jan 6 2006, 22:44
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r u gonna release SAAT tomorrow?
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hyundai  
Posted: Saturday, Jan 7 2006, 00:37
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probably later 2day. i hope.
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DexX  
Posted: Saturday, Jan 7 2006, 02:58
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He hasn't come back saying its been delayed, or announced any other date for its release. Lets not start the "whens it gon b don?????" stuff, especially so close. We've been patient so far, just keep it that way.
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pdescobar  
Posted: Saturday, Jan 7 2006, 06:03
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QUOTE (ashdexx @ Jan 6 2006, 21:58)
He hasn't come back saying its been delayed, or announced any other date for its release. Lets not start the "whens it gon b don?????" stuff, especially so close. We've been patient so far, just keep it that way.

Thank you ash. Yes, it will be up later today; I'm polishing up the documentation and have frozen code development until release so I don't go screwing anything up at the last minute. wink.gif I'm in the Eastern time zone, so there will be an announcement here sometime within the next 23 hours. wink.gif
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pdescobar  
Posted: Saturday, Jan 7 2006, 11:49
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Please forgive the 5 1/2-hour bump; I felt it was important in this isolated instance.

SAAT version 1.00 has been released.
The first post has been updated. The important bits for the impatient:Feedback, suggestions, etc are greatly appreciated.
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DexX  
Posted: Saturday, Jan 7 2006, 12:07
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your forgiven tounge.gif

*downloads*

lets see how this baby performs.
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NathanHenry  
Posted: Saturday, Jan 7 2006, 12:43
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so now that the SAAT tool kit is out how would I go about extracting the Marco's Bistro Interior opera music file from the AMBIENCE file in the SA folder to like my destop or hard drive in like MP3 or OGG or WAV format.
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creative madman  
Posted: Saturday, Jan 7 2006, 12:51
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man, hahahahahaha, ur going 2 have to go through the files to find the sound u want, i doubt many people woudld know the EXACT file, the thing ive found when looking through the sounds in a GTA game, is that they are commonly in groups, ie, the car sounds are with the car sounds, teh voices are with the same of the same voice, look for ambience once wink.gif
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pdescobar  
Posted: Saturday, Jan 7 2006, 13:21
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QUOTE (NathanHenry @ Jan 7 2006, 07:43)
so now that the SAAT tool kit is out how would I go about extracting the Marco's Bistro Interior opera music file from the AMBIENCE file in the SA folder to like my destop or hard drive in like MP3 or OGG or WAV format.

@creative: Actually, becuase Nathan is looking for a track from a stream, we know exactly where it is. If it was a sound effect, then he'd have to search. But, in large part because of previous radio extraction tools, the stream contents are now pretty much fully described. Browse through the metadata-full.ini file and you'll see what I mean.

Nathan PMed me with this, but since it's a fairly simple example and he also asked here, I'll share my response.
QUOTE
1) Unzip the archive.
2) Copy "saat_stream.exe" to the folder where the game is installed.
3) Open a command prompt window; Start menu > All Programs > Accessories > Command Prompt
4) Assuming your SA is installed in the default directory, type the following in the command prompt window:
CODE
cd "C:\Program Files\Rockstar Games\GTA San Andreas"

5) Now type
CODE
saat_stream -e audio\streams\AMBIENCE c:\temp\saat

6) This will create a directory called c:\temp\saat\AMBIENCE. In that directory will be 40 Ogg Vorbis files. The St Mark's Bistro AMBIENCE is called something like "Track_009.ogg"
7) Play it in Winamp or another audio program.

In order to keep things simple and because I already know which track he wants, I'm using the simple extraction mode in the above example. For more practical use, it would make sense to use the RFSA extraction mode and then pick out the wanted file based on the descriptive filename. That process would look like this.
QUOTE
1) Unzip the archive.
2) Copy "saat_stream.exe" and "metadata-full.ini" to the folder where the game is installed.
3) Open a command prompt window; Start menu > All Programs > Accessories > Command Prompt
4) Assuming your SA is installed in the default directory, type the following in the command prompt window:
CODE
cd "C:\Program Files\Rockstar Games\GTA San Andreas"

5) Now type
CODE
saat_stream -r audio\streams\AMBIENCE c:\temp\saat metadata-full.ini

6) This will create a directory called c:\temp\saat\AMBIENCE. In that directory will be 40 Ogg Vorbis files. Based upon the filenames, you should be able to identify the St Mark's Bistro ambience quickly and easily.
7) Play it in Winamp or another audio program.


I expect to have several questions similar to this, though. That's why I'm thinking drag-and-drop might be a real smart thing to add on for the next update.
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DeeZire  
Posted: Saturday, Jan 7 2006, 14:01
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This is great, but doesnt it mean that you would have to distribute an entire SFX file with your mod for the sake of adding a couple of extra sounds? I cant see end-users of a mod downloading a huge file then messing about with command line based programs to get a couple of extra sounds. Great for personal use though icon14.gif
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Squiddy  
Posted: Saturday, Jan 7 2006, 14:09
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QUOTE (DeeZire @ Jan 7 2006, 15:01)
This is great, but doesnt it mean that you would have to distribute an entire SFX file with your mod for the sake of adding a couple of extra sounds? I cant see end-users of a mod downloading a huge file then messing about with command line based programs to get a couple of extra sounds. Great for personal use though icon14.gif

Shouldn't be too hard to write a batch file that does the job for the end-user.
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tzesun  
Posted: Saturday, Jan 7 2006, 18:00
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Noticed in your README, at the "II. SFX Tool" section, it says

" 1. Open a command prompt window and cd to the GTASA install directory
2. At the command prompt type the following:
saat_sfx -e audio\streams\GENRL c:\temp\saat"

The GENRL file is actually in the "audio\sfx" folder.


Plus I can't get your thing to export the stuff from the SFX folder.

I used to commands "saat_sfx -e audio\sfx\GENRL c:\temp". Only comes up with the same information that appears when you open the program without any commands. How do I get it to work??

I managed to extract some files from the streams folder using saat_stream, so I know at least 1 program works...
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Scrag  
Posted: Saturday, Jan 7 2006, 22:20
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hi, i'm new to all this. i dont have a clue what to do with all the files in the zip folder. i downloaded the zip, extracted the folder to desktop, but what now? what do i do with the files in folder. im lost! i really want to be able to use this. there are some tracks i want to remove from radio x and put other songs in.
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Simon.  
Posted: Saturday, Jan 7 2006, 23:37
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QUOTE (Scrag @ Jan 8 2006, 11:20)
hi, i'm new to all this. i dont have a clue what to do with all the files in the zip folder. i downloaded the zip, extracted the folder to desktop, but what now? what do i do with the files in folder. im lost! i really want to be able to use this. there are some tracks i want to remove from radio x and put other songs in.

QUOTE (pdescobar)
QUOTE (NathanHenry @ Jan 7 2006, 07:43)
so now that the SAAT tool kit is out how would I go about extracting the Marco's Bistro Interior opera music file from the AMBIENCE file in the SA folder to like my destop or hard drive in like MP3 or OGG or WAV format.

@creative: Actually, becuase Nathan is looking for a track from a stream, we know exactly where it is. If it was a sound effect, then he'd have to search. But, in large part because of previous radio extraction tools, the stream contents are now pretty much fully described. Browse through the metadata-full.ini file and you'll see what I mean.

Nathan PMed me with this, but since it's a fairly simple example and he also asked here, I'll share my response.
QUOTE
1) Unzip the archive.
2) Copy "saat_stream.exe" to the folder where the game is installed.
3) Open a command prompt window; Start menu > All Programs > Accessories > Command Prompt
4) Assuming your SA is installed in the default directory, type the following in the command prompt window:
CODE
cd "C:\Program Files\Rockstar Games\GTA San Andreas"

5) Now type
CODE
saat_stream -e audio\streams\AMBIENCE c:\temp\saat

6) This will create a directory called c:\temp\saat\AMBIENCE. In that directory will be 40 Ogg Vorbis files. The St Mark's Bistro AMBIENCE is called something like "Track_009.ogg"
7) Play it in Winamp or another audio program.

In order to keep things simple and because I already know which track he wants, I'm using the simple extraction mode in the above example. For more practical use, it would make sense to use the RFSA extraction mode and then pick out the wanted file based on the descriptive filename. That process would look like this.
QUOTE
1) Unzip the archive.
2) Copy "saat_stream.exe" and "metadata-full.ini" to the folder where the game is installed.
3) Open a command prompt window; Start menu > All Programs > Accessories > Command Prompt
4) Assuming your SA is installed in the default directory, type the following in the command prompt window:
CODE
cd "C:\Program Files\Rockstar Games\GTA San Andreas"

5) Now type
CODE
saat_stream -r audio\streams\AMBIENCE c:\temp\saat metadata-full.ini

6) This will create a directory called c:\temp\saat\AMBIENCE. In that directory will be 40 Ogg Vorbis files. Based upon the filenames, you should be able to identify the St Mark's Bistro ambience quickly and easily.
7) Play it in Winamp or another audio program.


I expect to have several questions similar to this, though. That's why I'm thinking drag-and-drop might be a real smart thing to add on for the next update.


You do not know what to do with the files? As stated above, you must copy "saat_stream.exe" to the folder where the game is installed. Now continue reading this very well explained tutorial by pdescobar tounge.gif.

Suggestion: If you do get to the stage of GUI making, maybe add a play button so you could select/highlight a file in the archive and listen to it without actually extracting it.

Excellent work pdescobar smile.gif.
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AleX AciD  
Posted: Sunday, Jan 8 2006, 00:57
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QUOTE (tzesun @ Jan 7 2006, 21:00)
Noticed in your README, at the "II. SFX Tool" section, it says

"    1. Open a command prompt window and cd to the GTASA install directory
    2. At the command prompt type the following:
          saat_sfx -e audio\streams\GENRL c:\temp\saat"

The GENRL file is actually in the "audio\sfx" folder.

It's really there, like other sfx files.

QUOTE (tzesun @ Jan 7 2006, 21:00)
I used to commands "saat_sfx -e audio\sfx\GENRL c:\temp". Only comes up with the same information that appears when you open the program without any commands. How do I get it to work??

I get this trouble too, and I solve it sigh.gif
CODE
saat_sfx -e audio\sfx\GENRL e:\temp\sa-sfx audio\CONFIG\BankLkup.dat

pdescobar, icon14.gif icon14.gif icon14.gif


This post has been edited by AleX AciD on Sunday, Jan 8 2006, 01:02
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tzesun  
Posted: Sunday, Jan 8 2006, 01:15
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Thanks very much for the help, that line of code did work!

Incase anyone was wondering which folder the weapon sounds are stored in, it's "Bank_137". The chainsaw is "Bank_030" (from the GENRL file).
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Scrag  
Posted: Sunday, Jan 8 2006, 01:29
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thanks! this thing is great. i mean how long have we been waiting. this is great. i can extract sound now but can someone tell me how to put my own mp3's (i'll convert them to ogg) in the streams now thanks!
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tzesun  
Posted: Sunday, Jan 8 2006, 01:42
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Read the readme and manual, that will help.


Damn, changing the gunshot sounds is undesirable in the game. As usual, the game resamples them so they play back really strange and horrible ingame... It's even worse than GTA3 and VC!

This post has been edited by tzesun on Sunday, Jan 8 2006, 02:17
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Scrag  
Posted: Sunday, Jan 8 2006, 03:10
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im still having trouble, i deleted all files from radio x put 3 new songs in corrected all ini file everything was perfect right? then get in game and radio x is playing music from radio los santos. whats going on?
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tzesun  
Posted: Sunday, Jan 8 2006, 03:18
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About the gunshot sounds - I found out to avoid the gunshot sound changing pitch way too much in game whilst firing (very noticable with full auto, especially the assault rifles) both sound files (each gunshot sound effect uses 2 wav files) need to be a different pitch (when tested with the default ones, swapping the sound round made no difference, though using the same unedited sound for both shots caused the changing pitch effect in game). So make sure that both the sounds are different pitches.
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