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« Reply #105 on: July 03, 2011, 09:27:28 AM » |
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Check the top of the page.
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« Reply #106 on: July 03, 2011, 09:33:24 AM » |
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Cool, looks like my notes did not go to waste.
Good work on lengthening the sounds and lol at the sound you tested.
Just out of curiousity, did you build an offset rebuilder, or did you just edit the header and frequency settings to get a longer, but lower quiliaty sound (that sound was pretty long and the quality didn't sound like it suffered to heavily)?
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #107 on: July 03, 2011, 09:57:14 AM » |
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I "slapped" the long sample onto the sound data of 0x31F group (that belongs to snd_group_narration_characall group) and edited the 0x31F collection to match it. WAVE header was also edited manually. Offsets of groups that are after snd_group_narration_characall were automatically edited by program.
The sound could have higher frequency, but I don't know if Wii would freeze.
Original Sonic sample is still there, but I'm working on functions that will allow the user to actually swap sounds.
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« Reply #108 on: July 07, 2011, 05:04:17 PM » |
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i got a idea for one of your´s next sawnds versions do it so it can preview sounds like Smashbox but working in 64bit too SECOND!!!
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Formally Known As The Ant Formally Known As Flik
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« Reply #109 on: July 07, 2011, 09:02:53 PM » |
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preview sounds like Smashbox but working in 64bit too
This NEEDS to happen someday... Then we can all make our own soundpacks!
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« Reply #110 on: July 16, 2011, 05:39:26 PM » |
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Just a question, is there a less repetitive way to insert sound.wav files?
I mean I hate to keep loading up the .dat file then rename the .wav file to sound.wav and repeat those steps around 35 times.
So, is there anyway to do this quicker?
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« Reply #111 on: July 16, 2011, 05:42:02 PM » |
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No, but take it from someone who did the older method. This is 50x faster since you don't have to hex them in.
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« Reply #112 on: July 16, 2011, 05:48:54 PM » |
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No, but take it from someone who did the older method. This is 50x faster since you don't have to hex them in.
Wait do you mean hex .wav into the brsar or hex packets? Well, at least doing the new method only takes around 5-15 minutes.
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« Reply #113 on: July 16, 2011, 05:59:46 PM » |
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Renaming is not necessary anymore. Use Generate sound.wav, that function exists only because wav editing was tedious.
Anyway, next version will be much faster to use.
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« Reply #114 on: July 16, 2011, 06:00:58 PM » |
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and...the ability for UNLIMITED long sfx 
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« Reply #115 on: July 16, 2011, 07:10:09 PM » |
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Renaming is not necessary anymore. Use Generate sound.wav, that function exists only because wav editing was tedious.
Anyway, next version will be much faster to use.
Oh, ok. Thanks. 
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« Reply #116 on: July 18, 2011, 03:06:24 PM » |
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dammit I just had to share this. Big thanks to VILE for his notes. Wouldn't be possible without them.
LOL "there's nothing more cotheresnotheres..." and the apocolypse of sonic voices commences on another note, I plan to do more steve erkal voice hacks over the announcer, but the sounds there are too long...
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« Reply #117 on: July 18, 2011, 03:08:30 PM » |
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I'm working on Sawndz 0.1 as we speak. It will be ready in a few days and will probably be up with another project I've been working on since a while.
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As you may have noticed, I don't answer PMs with problems anymore.
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« Reply #119 on: July 18, 2011, 05:54:36 PM » |
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the duration field do I cill that in like: seconds fractionseconds? OR 1.00 ?
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