I'm sure you've gotten plenty of people who have told you things that need to be fixed and such, so im not gonna comment on feedback. But i will ask if you'd like, i can fix up Vegeta's voices, Since all his voices seem to be really quiet. And maybe try to find a better Galick Gun SFX since it doesnt quite fit with moveset.
Sure if you use Brawlbox .67 you can extract sounds off the brsar, of course it's one by one. :p and after you have to reinsert each sound on the character you want to replace it over. :/ it's a pretty long process since you may even have to mess with the SFX IDs in PSA.
Super Sawndz tends to work fine with me, it doesnt corrupt my BSRAR i think the only weird thing i've come across is that i have to export the sawndz file twice because the first one becomes like a backup for the original character's voice and then the second one is the one i modded and that now for some reason none of the wiimote SFXs work for me anymore. And that started happening when i added some announcer calls.. Which was weird. But those are the only problems i've ever had with it.
Hey SouthCraft, i know this is a bit off topic, but i was wondering if you could test something for me with the Knuckles sawndz file? Well i have the PAL SFX ID list for Jigglypuff, and i was wondering if you could try inserting the sawndz file into Jigglypuff's PAL brsar file and then just change the SFX IDs of the FitPurin.pac to match the PAL SFX ID List. If it works then maybe Knuckles can be for both PAL and NTSC. Well here's Jigglypuff's PAL SFX ID list.
thanks, that actually helps. I figured it had something to do with the volume of the clip instead of the frequency. That clears it for me, i was hoping i wouldnt have to go back and fix it all, but i suppose it was unavoidable. XD I dont use Goldwave, so is there a way to increase the volume on Audacity?
And Super Sawndz runs the best when you have the sndconv.exe, dsptool.dll, and the soundfile.dll in the same folder as Super Swandz, and i know you get them from the Sawndz .12 version. Now i also know sometimes it messes up for me when im trying to create a .sawndz file, like it gives me the original characters voices before the edit, and i usually fix that by exporting it twice. Idk it works, but it does for me. And i really only use the SFX IDs as a guide to where to put my voice clips, I think the only time i ever really needed it was to edit Marth's SFXs to be played with Roxas's voice clips, but of course i didnt know about the raising the voice clip's volume back then so it's kinda quiet. XD so i need to redo that one.
Hey Reaver Ind. You've used Super Sawndz right? well what is the recommended frequency that the wav files should be? I want to be able to hear the voices without having to turn down the music and raise the SFXs. and alot of the time the voices come out really low and quiet. I want to try fixing that but i need to know about what frequency should i have for the wav files so that way im able to hear it right.
Congrats on the Metal Sonic Kirby, Looks pretty freakin sexy. XD And SouthCraft cant wait to see how Metal Turns out, I loved Mecha and you've improved alot since then so i cant wait to see how you do Metal.
Hey Reaver Ind. i was wondering if you happen to have the SFX IDs for all the characters but for PAL users? I've been wanting to make some SFX mods but i dont want it to be for just for one type of user.
I know this is pretty off topic and im sorry SouthCraft as well but i just want to ask. Do you think you could PM me that song? i'd really appricate it.
And SouthCraft, i loved your preview video and it sounds like this is gonna be a very good Mewtwo.
i was actually kinda excited for Vegeta but all this stalling has kinda gotten me bored from him. :/ Im actually wanting the Naruto over Olimar. this has been a WIP for a while now and since it's not over Ike it makes it even better. So Good luck with Naruto, and you're still working on that game right? i kinda missed some of the stuff you were discussing.