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Author Topic: sound hack help!! - changing the sounds the wii mote sounds goes BEEEEEEE!  (Read 2629 times)
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Diddy Kong
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    « on: May 03, 2011, 11:23:42 PM »


    I found Jaklub's sound tutorial on youtubehen i discovered the sounds that the game sends to the wii mote when picking your fighter.

    I wanted to change diddy kong's sound to his "hoo hoo" sound when he pulls out his gun in dk64 and donkey kong's one to his "OKAY." from DK64.  I followed the offset stuff and sample matching, as well as the length restriction, but when i test it, AS soon as I hit the A button over diddy kong.....

    BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP

    happens.

    should I be touching or expirimenting with these sounds?

    or did I do something wrong?

    I also replaced the sounds using Jaklub's SAWNDZ app
     Oh shi~
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    « Reply #1 on: May 04, 2011, 02:04:22 AM »


    Use sawndz 0.062 it surports longer sounds
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    « Reply #2 on: May 04, 2011, 02:23:58 AM »


    mind explaining the sound stuff? because i'm pretty sure I converted the sound file, samplerates, and length accordingly.

    It seems to ONLY crash for the sounds i replaced that the wii mote is supposed to play, not the tv

    another edit...::

    the sound im replacing is less than a second long, and its being replaced by one that's slightly shorter than that
    « Last Edit: May 04, 2011, 02:35:53 AM by Diddy_Kong » Logged


    Jaklub
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    « Reply #3 on: May 04, 2011, 03:25:34 AM »


    Show the wav and dat files
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    « Reply #4 on: May 04, 2011, 03:47:46 AM »


    I can show the Wav, but I had no creation of a .dat file, I used an old version (0.051) 

    http://www.mediafire.com/?8jx6g89369f76nh

    Thats the file I am working with, I cut out 15 minutes from it because i recorded it and played dk64 to get the audio clip

    it is currently rendered at 6,000Hz (same as the one in the bsar file im trying to replace)

    the wii mote sound im trying to replace is diddy kong's one

    I got the in-game announcer calls and taunts to replace without problem though
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    « Reply #5 on: May 04, 2011, 04:00:46 AM »


    The dat creation is supported since very first version of Sawndz.

    All that I can tell you now is that your sound should have only 1 channel.
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    « Reply #6 on: May 04, 2011, 04:40:22 AM »


    That sound is a prerender, I have yet to redo the channel merge part and try again.

    I havent gotten any .dat files when using sawnds...
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    « Reply #7 on: May 04, 2011, 05:16:59 AM »


    They aren't generated automatically, you have to save them manually.

    Button "Save" from "Saves" does that.
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    « Reply #8 on: May 04, 2011, 02:10:58 PM »


    checking...

    this?

    http://www.mediafire.com/?cjgdk5mky8s1r75
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    « Reply #9 on: May 04, 2011, 02:27:42 PM »


    Wrong frequency. Change to 6000 and should work.
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    « Reply #10 on: May 04, 2011, 02:58:41 PM »


    k i'll try...
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    « Reply #11 on: May 04, 2011, 03:06:04 PM »


    it....




    wokrs...


    thanks..

    also  before i posted, i did match frequency several times and got lost as to why something went wrong....

    I can safely change sonic's chaching sound to his springity spring spring sound
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