Sawndz 0.12 - RELEASED

Started by Jaklub, April 03, 2011, 06:48:37 PM

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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.
As you may have noticed, I don't answer PMs with problems anymore.

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.

October 18, 2011, 02:01:24 PM #362 Last Edit: October 18, 2011, 02:04:45 PM by Jaklub
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.
As you may have noticed, I don't answer PMs with problems anymore.

October 19, 2011, 09:26:24 PM #363 Last Edit: October 21, 2011, 01:26:39 AM by SuperrSonic
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.

I don't think so.
As you may have noticed, I don't answer PMs with problems anymore.

Had to try, thanks for the reply anyways.

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.


Soon enough... I'll show you my true power.

I happened to have that one
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
As you may have noticed, I don't answer PMs with problems anymore.

November 19, 2011, 06:01:59 PM #368 Last Edit: November 19, 2011, 06:52:55 PM by MandoWolfe
awesome thanks :D


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?


Soon enough... I'll show you my true power.

0A020100
Sound Effect (Transient)
As you may have noticed, I don't answer PMs with problems anymore.

ahh ok then. Thank you.


Soon enough... I'll show you my true power.

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?

December 03, 2011, 08:36:40 PM #372 Last Edit: December 03, 2011, 09:37:20 PM by Jaklub
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.
As you may have noticed, I don't answer PMs with problems anymore.

December 03, 2011, 09:17:47 PM #373 Last Edit: December 03, 2011, 09:20:27 PM by Albafika
Quote from: Jaklub on December 03, 2011, 08:36:40 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:
Quote from: Jaklub on December 03, 2011, 08:36:40 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).
You mean the frequency doesn't matters? All that matters is the file size od the Data2Lenght of the group?

December 03, 2011, 09:36:08 PM #374 Last Edit: December 03, 2011, 09:38:12 PM by Jaklub
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.
As you may have noticed, I don't answer PMs with problems anymore.