Sorry for inconveniencing those who previously used .bnk files, but at this point it's definitely best to simply get away from them as .sawnd is a better standard.
I'm having a problem. The hacks I downloaded came with .BNK files as opposed to .SAWND files, and when I clicked "create .BNK", it says, "RSBE v1.20 does not support .BNK files; you should use .SAWND files instead". Is there any way to convert .BNK files to .SAWND files instead? Or is there a different solution?
I switched from .bnk to .sawnd because no such flexibility or conversion exists for .bnk files. You should ask whoever put the soundbanks together to provide .sawnd files instead.
I remember when I replaced G&W's sounds with the Paper Mario sounds, it screwed up my Falco slot, for some reason. It's cuz their sound groups are next to each other in the BRSAR.
Sawnd files have some additional information that can be used to import them back into Super Sawndz, and they more accurately parse the group data relocation group. It's also more standardized as they've been around for years now.
I just updated RSBE to v1.20. This version supports native .sawnd files and does not support .bnk files. I highly recommend you update, and .bnk files are now obsolete.
Just updated Super Sawndz to natively create .bnk files rather than rely on the Python module. Functionally it's the exact same but it might be faster and more reliable.
.bnk files might not preserve enough information to be able to insert them back into the BRSAR, but I'll probably look into this and see if it's possible. For the time being, I recommend packaging your SFX files with both a .bnk and a .sawnd for the convenience of the user. Post Merge: September 21, 2013, 10:20:18 AMDisregard the last post. I rewrote RSBE to natively use .sawnd files, so .bnk files will soon be obsolete. I need to perform extensive testing to make sure it's stable, but I'll update the code pretty soon.
How easy was my code? This is the first time someone else has ever done something with it.
I barely touched it, really. I had the .bnk creator written in Python already so I took the (extremely) lazy route and compiled it to a .exe and hooked it in, similar to how Sawndz was hooked. I could have rewritten it in C#, but it's been sitting around for a long time so I was afraid of forgetting how some things worked and spending hours debugging.
ok kool any idea where i can get them? (i got no clue) Post Merge: July 26, 2013, 12:39:13 PMalso... is it safe to leave the smashbros_sound.brsar in the sound folder? or does it even matter? cause if it doesn't matter im gonna take it out (safe space on sd card ya know)
It doesn't matter where you keep the brsar. soundconv.exe is part of the Nintendo SDK and so I'm not allowed to provide directions on where to find it.