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GTA Modification Forums
[WIP] San Andreas Audio Toolkit (SAAT) programs to modify streams/sfx
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pdescobar  |
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| QUOTE (tzesun @ Jan 7 2006, 13:00) | 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. |
Thanks for pointing out that copy & paste error; I'll be sure to fix it for the next version's manual.
EDIT: Also thanks to AleX AciD for providing the correct syntax. For the example, that line should read
| CODE | | saat_sfx -e audio\SFX\GENRL c:\temp\saat audio\CONFIG\BankLkup.dat |
which in the real world is all on the same line....
Website copy of MANUAL has been fixed and the distribution was stealth-updated with the change even though that's generally a bad idea.
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| QUOTE (Scrag @ Jan 7 2006, 22:10) | | 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? |
You exported from MR and imported back into a new MR, yes? Can you give any more detail on what changes you made to the import INI? This post has been edited by pdescobar on Sunday, Jan 8 2006, 04:17
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pdescobar  |
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Three responses, probably out-of-order
@GT.Killer Are you still having trouble? It's my ISP's server and it's occaisionally a little slow but it's generally reliable. Here is a temporary mirror until I look into submitting it to a modding site or two: SAAT version 1.0 on rapidshare
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| QUOTE (Scrag @ Jan 8 2006, 08:45) | | i extracted radio x(MR) to C:SCRAG(folder i created) i deleted all ogg files and put in 3 mp3's that have been converted to ogg(used program you recommended) then edited the ini file, i changed num_tracks to 3(since theres only 3 tracks) i changed the names of the ogg tracks(not in the ini files just the actual names) to Track_001.ogg, Track_002.ogg & Track_003.ogg. Then saved everything, imported audio to MR stream, its says everything has worked, i checked the size of MR stream after change it went down to 13mb which means it worked. But ingame it has Radio Los Santos playing, this doesnt make sense, or am i doing somthing horribly wrong. |
What you did wrong was to change the number of tracks. A lot of radio behavior seems to be hardcoded and I'm not surprised that a radio station with only 3 tracks is prone to extreme weirdness. I am kinda surprised that it's picking up stuff from Radio Los Santos though. I guess that's better than crashing. It might be interesting to do some more experimenting along these lines to see if we can learn anything more about internal radio handling, but if you only want a 3-song Radio X it is going to be fairly tricky (if it's possible at all.)
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| QUOTE (haasor @ Jan 8 2006, 07:31) | i did read the manual.txt intensively, but i cant match to export the Speech Sounds, for example the dialogs between CJ and OG Loc ... or the screams of the civilists if u shot them down ^^
Anybody knows what to do ? I tried it with saat_stream too, but the error message says I should modify the stream_import.ini ... and with the saat_sfx there�s simply no response if i try to export for example the 1 GB file SPC_GA ... |
Some of what you are looking for is actually in the SFX directory. Screams are in PAIN_A banks 2 (female) and 3 (male). And dialogue between CJ and OG Loc are in the various mission banks for the SCRIPT Archive. (Cutscene dialogue is in a stream).
To export the screams sounds, you would use a command somilar to this:
| CODE | | saat_sfx -e audio\SFX\PAIN_A c:\temp\saat audio\CONFIG\BankLkup.dat |
and then browse through Bank_002 sounds 089-131 and Bank_003 sounds 070-101.
For mission dialogue, instead use something closer to this:
| CODE | | saat_sfx -e audio\SFX\SCRIPT c:\temp\saat audio\CONFIG\BankLkup.dat |
but you have a little more searching to do; the directory can assist you here since all of those banks are reasonably well identified.
To get the cutscene tracks (with useful filenames) you would use the stream tool and a command like:
| CODE | | saat_stream -r audio\streams\BEATS c:\temp\saat metadata-full.ini |
If you are getting a message about stream_import.ini then you are trying to import rather than export. Also, the stream and sfx archive formats are vastly different so using the wrong tool will fail miserably.
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pdescobar  |
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| QUOTE (tzesun @ Jan 8 2006, 15:14) | | Found out somemore stuff about editing the gunshot sounds. It can be more desireable to use higher quality sound formats (44100 seems to work very well) in the game, the pitch doesn't change nearly as much plus the sounds sound much richer and close to the original wave sound. Now if only someone could figure out how to change the way the engine resamples and reverbs the sound so they don't sound so weird in the game. Would have been more resourceful on the system to just play the sound as it is instead of doing all that reverb crap, that's probaly why GTA: SA struggles so much with sound effects. |
Thanks for the tips on sample rate for gun sounds. I should probably stick that in the manual someplace (with credit to you of course.)
| QUOTE | Great tool Pdescobar!! I noticed it exports and imports the files within a few mere seconds so it's real quick and less tedious to test out modding. Btw do you think it's possible to find out how to change the way the game reverbs the sounds in-game (like how the wave sounds are actually reverbed and altered in the game, making them sound different whilst your playing)? I hope that makes sense. |
I'm pretty pleased with the speed, particularly since I designed it for minimizing memory usage rather than for minimizing speed. I've noticed when I tested on a Windows XP laptop that the O/S must do some decent file-caching because re-importing the same archive after changing a sound or two seems to be much quicker than the initial import. I can't take much credit for that, though. I doubt we can do anything about how the game handles the sounds internally; it's certainly way over my head.
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pdescobar  |
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| QUOTE (Scrag @ Jan 8 2006, 19:54) | | i've successfully got about 20 tracks into radio x and they play great ingame. i never thought i hear my own music playing on radio x station in between sage talking rather than using the bully user track player. escobar you rock! you made one of the most important tools in san andreas modding history congrats buddy. all i did was replace some of the radio x adverts and replaced them with my own tracks and corrected the ini. its to hard to replace the original songs because there jumbled into bits with sage talking over. as the audio is hardcoded you cant just delete everything and put a couple of your own songs in, it just confuses the game, just keep it simple. |
You actually could replace the original songs too, but you'd have to mirror the current setup by cutting up your replacement songs into 3 pieces... If I was trying to make a full-blown radio station for a major mod I'd probably do that. But for simply adding some favorite songs to a station, replacing the DJ chatter or station IDs like you've done is a good choice.
| QUOTE | | ALSO DOES ANYONE KNOW WHERE CJ'S VOICE IS IN SFX I WANT TO REPLACE IT WITH MY OWN WAVE VOICES, SO I CAN MAKE MY OWN PLAYER. i thought of using a tommy vercetti skin and then using his voice from vice city and put it in this game. |
Unfortunately, CJs voice is *all over* the SFX. Young Maylay did a lot of recording. To give you some idea of how bad it is:- PAIN_A Bank_001 is all CJ, although only sounds 065-079 are words; the rest are grunts and groans and other such things.
- SCRIPT archive -- every mission has a separate bank and CJ talks in a lot of missions. The non-mission cellphone calls from each character also have their own banks and CJ has responses in most of those.
- SPC_PA is pretty much exclusively CJ responding to different people in different situations. And there are 20 banks, most of which have over 100 clips; that archive alone is like 175MB worth of CJ.
So, uhh, it's possible but it's one hell of a lot of work to change CJ's voice. I'm sure a lot of SPC_PA is redundant and could use duplicate copies of a given sound, but you'd have to go through each sound to see what's appropriate as the banks are all slightly different.
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pdescobar  |
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| QUOTE (bujo @ Jan 8 2006, 21:11) | I have very stupid problem (question). I did everything like you said,copied files where they should be but... The thing is,i have 2 partitions on my hard drive (c and d). C is for win and on D i put games etc. When i open cmd it gives me last path somewhere on C partition and my San Andreas is instaled on D. "CD D:\Igre\Gta San Andreas" can't change directory becayse it's not on C partition. I've read help in cmd but couldn't figure out how to navigate to D partition. I know this is probably stupid but this is first time i used cmd. I read all post's in this topic just to figure out how to use,and i really wanna' use this program. |
Yeah, that's an oddity of DOS/Windows command shell. Changing to a directory on another drive is a two-step process. First you have to change the drive, then you have to change the directory. The following pair of commands should work.
First do which should change the c:\ prompt to a d:\ prompt. Then do| CODE | | cd "\Igre\Gta San Andreas" |
which should take you where you need to be.
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AleX AciD  |
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I listen sounds from SCRIPT file (audio\SFX\SCRIPT) and I found that all of them have names listed in AudioEvents.txt (data\AudioEvents.txt).
First (SCRIPT\Bank_001\sound_001.wav) from this line SOUND_ALDEAMALVADA 2000, Next (SCRIPT\Bank_001\sound_002.wav) from next line SOUND_ANGELPINE 2001, etc. Last sound file (SCRIPT\Bank_218\sound_001.wav) have name from last line SOUND_BLIP_DETECTED 45400 Names are listed continuously (first names from Bank_001, then from Bank_002, etc)
It will be great, if next release will use that names
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