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« Reply #165 on: July 24, 2011, 04:40:11 PM » |
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Forgot to mention I didn't test that ingame lol. Probably wouldn't work.
Nice, Audacity just added alot of empty space after saving it for some reason. Anyway I deleted it and it worked so thanks ^_^ AMazing how simple this is now. And it dosen't even slow down my pc. Before it went down so slow it moved at a next to nothing pace
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« Reply #166 on: July 24, 2011, 10:10:27 PM » |
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base wave ID.... where do i find that information? I also did everything correctly and smashbox doest open the brsar after.. can i stuff a LONG sound say.. "did I do thaatatatatt" over "game set"?
also i found the sound overflowed over across the 4 other wave in front of the target wave
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« Last Edit: July 24, 2011, 10:13:13 PM by Diddy Kong »
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« Reply #167 on: July 25, 2011, 02:23:28 AM » |
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You don't use base wave, unless you continuously cannot get the sound to work and you've already tried saving the sound in Audacity.
If you can stuff that, I think you can, after all I got 40-seconds clip to work over announcer call.
Sound over-flowing happened to me only when the sound had a really weird frequency (it was exactly 13370). Try using more standard one and you should be fine.
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« Reply #168 on: July 25, 2011, 02:25:45 AM » |
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the frequ i used was 16000... can you recommend one i try?
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« Reply #169 on: July 25, 2011, 02:28:05 AM » |
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Yes. I still believe it may be a problem with your .wav. Have you tried saving it in Audacity?
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« Reply #170 on: July 25, 2011, 03:12:42 AM » |
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i use sony ACID to combine Left and right, then split it into a mono wav and export with audacity
re-exported and worked....
(however, i will use the Last sawndz version mainly, and use 0.1 sparingly (and w/caution lol) when i need an outrageously long sound inserted)
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« Last Edit: July 25, 2011, 03:17:49 AM by Diddy Kong »
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« Reply #171 on: July 25, 2011, 03:24:19 AM » |
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Actually, it's better to use new Sawndz all the time, as when your sound is shorter than original, you save space for something bigger.
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« Reply #172 on: July 25, 2011, 04:12:45 AM » |
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well i will stick with what i said above until i get 100% no error rate with the new one
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« Reply #173 on: July 25, 2011, 06:21:26 AM » |
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I keep getting a group is incorrect.
sure it's simple, but it doesn't work on Hex packets..
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« Reply #174 on: July 25, 2011, 06:39:39 AM » |
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I think you're filling in incorrect Group ID field.
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« Reply #175 on: July 25, 2011, 06:49:17 AM » |
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No, i'm using what the Hex packets are telling me to use
It's just hex packets that don't work.
i'll just use Hex editors for Hex packets.
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« Reply #176 on: July 25, 2011, 06:53:38 AM » |
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Unless you're going to get the offsets yourself pretty much everytime, you'd better not.
The second group ID is not for offsets, it's for group IDs. If you're willing to use a hex packet to replace voice of for example Mario, you don't type the offset there, you type the group ID of snd_group_chara_mario - it's 8.
Now the offsets change everytime you're getting longer or shorter sounds in.
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« Last Edit: July 25, 2011, 06:57:16 AM by Jaklub »
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« Reply #177 on: July 25, 2011, 07:00:07 AM » |
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ooohhh..
didn't completely understand that.
now i know and knowins is half the bat... *SHOT
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« Reply #178 on: July 25, 2011, 02:05:43 PM » |
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You've done some epic work Jaklub! My only problem with it is that after I did like five replacements on DK it completely mutes him in Brawl not in SmashBox, I can't get my way around it.
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« Reply #179 on: July 25, 2011, 02:10:46 PM » |
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It means you have to make cuts. This happens when you have too much stuff in character's group. Sad, I know.
Browse around, boot the samples you don't use, lower quality of those which you hear more rarely, trim samples.
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