Yep, this function only supports automatically created hex packages from Sawndz 0.06-up. Sawndz 0.051 did not generate them automatically.
This function relies solely on names of files. If the name of your hex package fits sound*.hex or fix*.hex template (where * is hexadecimal offset), it will be recognized as Sawndz generated package.
You put automatically generated hex packets into rar. The downloader unpacks them into a folder, opens Sawndz, clicks "Insert Folder", selects one of the files in the folder (it doesn't matter which) and Sawndz loads all the hex packets from that directory, picking the offsets from the filenames. That's for easier sounds distribution.
Shorter, "Insert Folder" loads all the Sawndz generated hex packets from a chosen directory into your brsar.
btw. I need to do proper help file for this program one day.
Another bugfix version, guys. - WAVE searching works properly - now you can insert e.g. punching sounds with satisfying quality. Found thanks to stickman. - Fixed fix hex packet creating (I screwed up this one in 0.061, now it works again). If something does not work right, report. http://www.mediafire.com/?uqt36rtt5fhb6ak
If you halved the pitch of original sound you have in SmashBox and type 0.5 in Frequency divide, you'd get a 2x faster sound. If you doubled the pitch of original sound you have in SmashBox and type 2 in Frequency divide, you'd get a 2x slower sound.
If you had a sound that is twice as long as original sound, you'd have to speed it up twice and double pitch while doing so to fit it in the brsar.
Hope it's clear enough. I'm kinda bad at explaining stuff.
I'll try to explain it. Let's say we have a sound effect that can be only one second long. We want to insert a sample that is two seconds long. To do this, we have to speed up our sample twice (so it fits into the limit) and save it in original sound frequency. In Frequency divide field we have to type 2 (because the sound we want to insert is twice as long as the original sound). Frequency of sound will be divided by this value (hence the name of the field). And so, we get 2 seconds long sound.
is it now possible to replace a sound 00:02 long to 00:03 long if it is then i can easy make SFX for GokuĀ“s kamehameha wave attacks (just to be sure if i am not right)
I've replaced st_dolpic.rel with one that's modified with Stage Switcher, so I could put Final Destination based stage over Dolphino Plaza. It worked. But when I'm trying to do the same with Battlefield and Halberd, there is a silent freeze for some reason (even when I'm trying to put a stage that works over another stage). :/
What could cause it? I'm using NTSC-U Brawl. Thanks in advance.
Frequency of your wav must match the frequency of dat.
Use Audacity for wav editing. It shouldn't sound bad after the frequency change. If it does - well, there is not much you can do about it (except re-recording I guess).