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Author Topic: Sawndz 0.12 - RELEASED  (Read 256710 times)
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Jaklub
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    « Reply #360 on: October 15, 2011, 02:29:14 AM »


    It will most likely work, as NTSC-U and NTSC-J SFX ids are said to match themselves. I haven't got NTSC-J brsar, so I can't check it, though.
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    « Reply #361 on: October 17, 2011, 04:25:55 PM »


    Would it be possible to add some sort of feature that allows you to copy a sound effect from one character to another or somehow extract a sound effect from a brsar? This could be extremely useful for porting sound packs over other characters for use with module editing if it is.
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    « Reply #362 on: October 18, 2011, 08:01:24 AM »


    Extracting a sound from brsar into .wav format is something that I'm unable to do (maybe yet). Use SmashBox or BrawlBox for that. But copying sounds should be easily possible.
    « Last Edit: October 18, 2011, 08:04:45 AM by Jaklub » Logged

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    « Reply #363 on: October 19, 2011, 03:26:24 PM »


    How about extracting the actual sounds in the brsar? Not in wav, just the actual raw file, err S files(?). I wanted to try them with Dant's Custom Sound Engine, but sndconv just splits the wav into two files. So, would it be possible? Hexing it out would also be the same result; two files.
    « Last Edit: October 20, 2011, 07:26:39 PM by SuperrSonic » Logged


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    « Reply #364 on: October 21, 2011, 06:20:25 AM »


    I don't think so.
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    « Reply #365 on: October 21, 2011, 03:07:23 PM »


    Had to try, thanks for the reply anyways.
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    « Reply #366 on: November 19, 2011, 10:08:28 AM »


    Hey Jaklub i was wondering, Do you happen to have some of the Character's SFX IDs like for Captain Falcon to match for PSA like ssbbtailsfan did? I only have Marth's, DK's, and Sonic's. So i was wondering if you might have Captain Falcon's because i need to edit a few of his sounds to be played in PSA but i dont know what SFX is which.
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    « Reply #367 on: November 19, 2011, 10:32:33 AM »


    I happened to have that one
    Code:
    Captain Falcon's Voice folder

    SFX IDs and Sound names by Dantarion, Wave numbers by ssbbtailsfan with credit to InnocentRoad for Wave# reference

    SFX    Wave#    Sound name
    ID     (Smash 
    (PSA)  Boxv57)

    0522     0     nsnd_vc_captain_001
    0523     1     nsnd_vc_captain_002
    0524     2     nsnd_vc_captain_003
    0525     3     nsnd_vc_captain_004
    0526     4     nsnd_vc_captain_005
    0527     5     nsnd_vc_captain_006
    0528     5     nsnd_vc_captain_007
    0529     5     nsnd_vc_captain_008
    052A     5     nsnd_vc_captain_009
    052B     5     nsnd_vc_captain_010
    052C     5     nsnd_vc_captain_011
    052D     5     nsnd_vc_captain_012
    052E     5     nsnd_vc_captain_013
    052F     5     nsnd_vc_captain_014
    0530     5     nsnd_vc_captain_015
    0531     5     nsnd_vc_captain_016
    0532     5     nsnd_vc_captain_017
    0533     5     nsnd_vc_captain_018
    0534     5     nsnd_vc_captain_019
    0535     5     nsnd_vc_captain_020
    0536     5     nsnd_vc_captain_021
    0537     5     nsnd_vc_captain_022
    0538     5     nsnd_vc_captain_023
    0539     5     nsnd_vc_captain_024
    053A     5     nsnd_vc_captain_025
    053B     5     nsnd_vc_captain_026
    053C     5     nsnd_vc_captain_027
    053D     5     nsnd_vc_captain_028
    053E     5     nsnd_vc_captain_029
    053F     5     nsnd_vc_captain_030
    0540     5     nsnd_vc_captain_031
    0541     5     nsnd_vc_captain_032
    0542     5     nsnd_vc_captain_033
    0543     5     nsnd_vc_captain_034
    0544     5     nsnd_vc_captain_035
    0545     5     nsnd_vc_captain_036
    0546     5     nsnd_vc_captain_037
    0547     5     nsnd_vc_captain_038
    0548     5     nsnd_vc_captain_039
    0549     5     nsnd_vc_captain_040
    054A     5     nsnd_vc_captain_041
    054B     5     nsnd_vc_captain_042
    054C     5     nsnd_vc_captain_043
    054D     5     nsnd_vc_captain_044
    054E     5     nsnd_vc_captain_045
    054F     5     nsnd_vc_captain_046
    0550     5     nsnd_vc_captain_047
    0551     5     nsnd_vc_captain_048
    0552     5     nsnd_vc_captain_049
    0553     6     nsnd_vc_ouen_Captain
    0554     7     nsnd_vc_captain_Appeal01
    0555     4     nsnd_vc_captain_Appeal02
    0556     8     nsnd_vc_captain_Appeal03
    0557     9     nsnd_vc_captain_Attack01
    0558     10    nsnd_vc_captain_Attack02
    0559     11    nsnd_vc_captain_Attack03
    055A     12    nsnd_vc_captain_Attack04
    055B     13    nsnd_vc_captain_Attack05
    055C     14    nsnd_vc_captain_Attack06
    055D     15    nsnd_vc_captain_Attack07
    055E     16    nsnd_vc_captain_CliffCatch
    055F     17    nsnd_vc_captain_Damage_hoshikie
    0560     18    nsnd_vc_captain_Damage01
    0561     19    nsnd_vc_captain_Damage02
    0562     20    nsnd_vc_captain_DamageFly01
    0563     21    nsnd_vc_captain_DamageFly02
    0564     22    nsnd_vc_captain_FuraFura
    0565     23    nsnd_vc_captain_FuraSleep
    0566     24    nsnd_vc_captain_HeavyGet
    0567     25    nsnd_vc_captain_Jump01
    0568     26    nsnd_vc_captain_Jump02
    0569     27    nsnd_vc_captain_MissFoot01
    056A     28    nsnd_vc_captain_MissFoot02
    056B     29    nsnd_vc_captain_Ottotto
    056C     30    nsnd_vc_captain_Passive
    056D     31    nsnd_vc_captain_SwimUp
    056E     32    nsnd_vc_captain_Win01
    056F     33    nsnd_vc_captain_Win02
    0570     34    nsnd_vc_captain_Win03

    ---------------------------------------
    Captain Falcon's SFX Folder

    SFX IDs and Sound names by Dantarion, Wave numbers by ssbbtailsfan with credit to InnocentRoad for Wave# reference

    SFX    Wave#    Sound name
    ID     (Smash 
    (PSA)  Boxv57)

    0D9D     0     nsnd_se_captain_001
    0D9E     1     nsnd_se_captain_002
    0D9F     2     nsnd_se_captain_003
    0DA0     3     nsnd_se_captain_004
    0DA1     4     nsnd_se_captain_005
    0DA2     5     nsnd_se_captain_006
    0DA3     6     nsnd_se_captain_007
    0DA4     7     nsnd_se_captain_008
    0DA5     7     nsnd_se_captain_009
    0DA6     8     nsnd_se_captain_010
    0DA7     8     nsnd_se_captain_011
    0DA8     9     nsnd_se_captain_012
    0DA9     10    nsnd_se_captain_013
    0DAA     11    nsnd_se_captain_014
    0DAB     12    nsnd_se_captain_015
    0DAC     13    nsnd_se_captain_016
    0DAD     14    nsnd_se_captain_017
    0DAE     15    nsnd_se_captain_018
    0DAF     10    nsnd_se_captain_019
    0DB0     16    nsnd_se_captain_020
    0DB1     16    nsnd_se_captain_021
    0DB2     16    nsnd_se_captain_022
    0DB3     17    nsnd_se_captain_023
    0DB4     18    nsnd_se_captain_024
    0DB5     19    nsnd_se_captain_025
    0DB6     20    nsnd_se_captain_026
    0DB7     21    nsnd_se_captain_027
    0DB8     22    nsnd_se_captain_028
    0DB9     23    nsnd_se_captain_029
    0DBA     24    nsnd_se_captain_030
    0DBB     25    nsnd_se_captain_031
    0DBC     26    nsnd_se_captain_032
    0DBD     27    nsnd_se_captain_033
    0DBE     28    nsnd_se_captain_034
    0DBF     29    nsnd_se_captain_035
    0DC0     30    nsnd_se_captain_036
    0DC1     31    nsnd_se_captain_037
    0DC2     32    nsnd_se_captain_038
    0DC3     33    nsnd_se_captain_039
    0DC4     34    nsnd_se_captain_040
    0DC5     35    nsnd_se_captain_041
    0DC6     36    nsnd_se_captain_042
    0DC7     37    nsnd_se_captain_043
    0DC8     38    nsnd_se_captain_044
    0DC9     39    nsnd_se_captain_045
    0DCA     40    nsnd_se_captain_046
    0DCB     41    nsnd_se_captain_047
    0DCC     42    nsnd_se_captain_048
    0DCD     43    nsnd_se_captain_049
    0DCE     44    nsnd_se_captain_050
    0DCF     45    nsnd_se_captain_Attack_l
    0DD0     46    nsnd_se_captain_Attack_ll
    0DD1     47    nsnd_se_captain_Attack_m
    0DD2     48    nsnd_se_captain_Attack_s
    0DD3     49    nsnd_se_captain_Attack100
    0DD4     50    nsnd_se_captain_BodyPress01
    0DD5     51    nsnd_se_captain_BodyPress02
    0DD6     52    nsnd_se_captain_dash_start
    0DD7     53    nsnd_se_captain_dash_stop
    0DD8     54    nsnd_se_captain_down01
    0DD9     55    nsnd_se_captain_down02
    0DDA     56    nsnd_se_captain_Final01
    0DDB     57    nsnd_se_captain_Final02
    0DDC     58    nsnd_se_captain_Final03
    0DDD     59    nsnd_se_captain_Final04
    0DDE     60    nsnd_se_captain_Final05
    0DDF     61    nsnd_se_captain_jump01
    0DE0     62    nsnd_se_captain_jump02
    0DE1     63    nsnd_se_captain_Landing01
    0DE2     5     nsnd_se_captain_Landing02
    0DE3     64    nsnd_se_captain_smash_H01
    0DE4     65    nsnd_se_captain_smash_H02
    0DE5     66    nsnd_se_captain_smash_H03
    0DE6     67    nsnd_se_captain_smash_H04
    0DE7     68    nsnd_se_captain_smash_H05
    0DE8     69    nsnd_se_captain_smash_L01
    0DE9     70    nsnd_se_captain_smash_L02
    0DEA     71    nsnd_se_captain_smash_L03
    0DEB     72    nsnd_se_captain_smash_L04
    0DEC     73    nsnd_se_captain_smash_L05
    0DED     74    nsnd_se_captain_smash_S01
    0DEE     75    nsnd_se_captain_smash_S02
    0DEF     76    nsnd_se_captain_smash_S03
    0DF0     77    nsnd_se_captain_smash_S04
    0DF1     78    nsnd_se_captain_smash_S05
    0DF2     79    nsnd_se_captain_Special_H01
    0DF3     80    nsnd_se_captain_Special_H02
    0DF4     81    nsnd_se_captain_Special_H03
    0DF5     82    nsnd_se_captain_Special_H04
    0DF6     83    nsnd_se_captain_Special_H05
    0DF7     84    nsnd_se_captain_Special_L01
    0DF8     85    nsnd_se_captain_Special_L02
    0DF9     86    nsnd_se_captain_Special_L03
    0DFA     87    nsnd_se_captain_Special_L04
    0DFB     88    nsnd_se_captain_Special_L05
    0DFC     89    nsnd_se_captain_Special_N01
    0DFD     90    nsnd_se_captain_Special_N02
    0DFE     91    nsnd_se_captain_Special_N03
    0DFF     92    nsnd_se_captain_Special_N04
    0E00     93    nsnd_se_captain_Special_N05
    0E01     94    nsnd_se_captain_Special_S01
    0E02     95    nsnd_se_captain_Special_S02
    0E03     96    nsnd_se_captain_Special_S03
    0E04     97    nsnd_se_captain_Special_S04
    0E05     98    nsnd_se_captain_Special_S05
    0E06     99    nsnd_se_captain_squat
    0E07     100   nsnd_se_captain_step_hidari_m
    0E08     101   nsnd_se_captain_step_hidari_s
    0E09     102   nsnd_se_captain_step_migi_m
    0E0A     103   nsnd_se_captain_step_migi_s
    0E0B     104   nsnd_se_captain_swing_l
    0E0C     105   nsnd_se_captain_swing_ll
    0E0D     106   nsnd_se_captain_swing_m
    0E0E     16    nsnd_se_captain_swing_s
    0E0F     107   nsnd_se_captain_turn
    0E10     108   nsnd_se_captain_turn_run
    0E11     109   nsnd_se_captain_ukemi
    0E12     110   nsnd_se_captain_Wait1
    0E13     111   nsnd_se_captain_Wait2
    0E14     112   nsnd_se_captain_Wait3
    0E15     113   nsnd_se_captain_wear
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    « Reply #368 on: November 19, 2011, 11:01:59 AM »


    awesome thanks Cheesy


    Edit: Jaklub, i wanted to ask you something else. How do you get a sound to stop playing if the animation has ended? Like what i mean. Say i put a Sound effect to play during a charging animation. But once i fire after charging the sound effect is still going. How do i get it to stop playing once i fire the charged attack?
    « Last Edit: November 19, 2011, 11:52:55 AM by MandoWolfe » Logged



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    « Reply #369 on: November 19, 2011, 01:50:09 PM »


    0A020100
    Sound Effect (Transient)
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    « Reply #370 on: November 19, 2011, 01:53:19 PM »


    ahh ok then. Thank you.
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    « Reply #371 on: December 03, 2011, 01:19:50 PM »


    I've been wanting to make Cloud's SFX, but I'm new to this, and so far, all I've made is the .WAV files to match Ike's frequency. I'm TOTALLY lost in the part of how to add them to the BRSAR and how to call them through PSA... Any help you could give me?
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    « Reply #372 on: December 03, 2011, 01:36:40 PM »


    You don't need to make anything match anymore. You just have not to go over the limits (keep an eye at Data2Length of group).
    To know how to insert them into brsar, refer to the newest Sawndz help. It's in the program.
    About calling through PSA.
    There are some Sound Effect commands. Use them. To know what argument you should choose, you need to have the SFX ID list.
    http://dl.dropbox.com/u/42115509/FIXED_USA_SFX_ID_LIST.txt
    Just look around in SmashBox a bit to know which ID holds which sound.
    « Last Edit: December 03, 2011, 02:37:20 PM by Jaklub » Logged

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    « Reply #373 on: December 03, 2011, 02:17:47 PM »


    You don't need to make anything match anymore. You just have not to go over the limits (have an eye at Data2Length of group).
    To know how to insert them into brsar, refer to the newest Sawndz help. It's in the program.
    About calling through PSA.
    There are some Sound Effect commands. Use them. To know what argument you should choose, you need to have the SFX ID list.
    http://dl.dropbox.com/u/42115509/FIXED_USA_SFX_ID_LIST.txt
    Just look around in SmashBox a bit to know which ID holds which sound.

    I see in that list you linked:

    0956 nsnd_vc_Ike_001

    How'd I know which Wave is this?

    And to replace with sawndz, I'd just need to put, say, from Wave10, only "10" in the Wave ID tab?

    Also, how can I make a .sawnd file of the finished product?

    EDIT: And by this:
    You don't need to make anything match anymore. You just have not to go over the limits (have an eye at Data2Length of group).
    You mean the frequency doesn't matters? All that matters is the file size od the Data2Lenght of the group?
    « Last Edit: December 03, 2011, 02:20:27 PM by Albafika » Logged


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    « Reply #374 on: December 03, 2011, 02:36:08 PM »


    Because ssbbtailsfan randomly quit and I don't have every of his files with SFX ID research, getting IDs requires intuition. This is the pattern of names that occurs in most groups with character voices.
    - All of the voices have "vc" in their names. Names with "se" are assigned to sound effects.
    - Every taunt related voice contains "Appeal" word.
    - Voices used in A attacks contain "Attack" word.
    - "CliffCatch" is self-explanatory.
    - "Damage_hoshikie" is a part of name of the sample that has the Sky KO scream.
    - Other "Damage" samples are used when the character is damaged heavily. Sometimes not all of them are used.
    - "FuraFura" - sample played when the character is confused (shield break, etc).
    - "FuraSleep" - when it's put to sleep.
    - "HeavyGet" - when it picks up a box or other heavy stuff.
    - "Jump" - self-explanatory.
    - "MissFoot" are voices played when character dies.
    - "Ottotto" is played when the character stands next to an edge.
    - "Passive" is played when you tech.
    - "SwimUp" - self-explanatory.
    - "Win" voices are played in victory animations.
    Those voices which don't have these in their names are used in other occurrences like specials.
    If you're not sure about the ID, take a look at "Sounds" branch in SmashBox, which is before the "Waves" branch from which you take the Wave IDs from. Although the wave IDs shown often don't match, you can see the order of samples and match the IDs on your own.

    Yes, you type only 10.

    Making .sawnd is simple. rtfm lol

    Yes, frequency doesn't matter. All that matters is the Data2Length of the group. It can't go over ~D0000 in most cases. When your character becomes mute, you know you've reached the limit.
    « Last Edit: December 03, 2011, 02:38:12 PM by Jaklub » Logged

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