Qhimm.com Forums
Final Fantasy 7 => Audio => Releases => Topic started by: Armorvil on 2010-06-27 20:21:05
-
I'm surprised no one tried to improve the sound effects in FFVII, yet. I took a look today, and it appears it's very easy to do.
Here is a youtube video I just uploaded (http://www.youtube.com/watch?v=HyAqBCoTSEc). Quality is bad, but it should be sufficient. I willingly silenced the music so you'd hear the effects more easily. You can hear Tifa's critical attack at around 3:35.
I don't think this punch sound is perfect for Tifa anyway... ...too loud, maybe. The thing is, it's quite hard to find sound effects on the web. I came accross this website though : http://www.freesound.org . Download is free and there is no copyright enfringement, as far as I know (I read the terms of service). My sfx come out of there. You just need to create an account, and to give them credit if you are to publicly release something.
Here is a little step by step tutorial to replace sound effects :
1- get Ficedula's Cosmo
2- select Tools, then Audio Editor
3- find a sfx you like and want in-game. It must be a .wav file. If it's not, you can always convert it back to .wav with a program like Audacity.
4- go into your Start menu, select Programs, then Accessories, entertainment (?), and click on the recorder (my windows is in French, so I'm not sure how these things are called in English).
5- open your sound into the recorder, and choose File then Properties.
6- Select "Convert Now"
7- in the format, choose "Microsoft ADPCM", and just below : 44100 Khz, 4bits, Mono.
8 - save your sound. You can play it before though, to make sure it can be read after those changes. It looks like very short sounds cannot be read after being changed into an ADPCM with these attributs. You can work around this by editing your file in Audacity and add some silence to increase its length.
9 - apparently, Cosmo doesn't mind if the new sound is larger than the original. Just click on the sound ID you wish to replace, and click on "Replace" (duh...). Now go get the new sound, and TADAH ! It's in-game now :)
---
I'm thinking about replacing most sound-effects with higher quality ones. Wish me luck ! ;D
EDIT:
And here is Bolt ! (http://www.youtube.com/watch?v=JZici5hmBGA) :D
****************************************************************
Download links
FFVII-SFX_0.02a.rar (http://www.mediafire.com/?q5rmzmjhtrm)
FFVII-SFX_0.02b.rar (http://www.mediafire.com/?2q3qyzqqzcd)
FFVII-SFX_0.1.rar (http://www.mediafire.com/?53nrwz2psj84v4t) (too lazy to make a readme file in this one, but this is - for now - the one you want to download)
-
Wow man I never knew of this! Now I'll need to have good sound effects, thanks for this man. :)
-
Cool! also that cursor movement sound (the original one) sounds like it is overclipped and is very annoying. personally I would like its complete removal.
Guess I can so that now.
[the cosmo i have doesnt seem to work very well...what are you using?]
-
You're welcome :) I'm using Cosmo v0.95 build 7.
-
I have 0.95c here and it doesn't open properly...
is this the same as you are using? Upload yours for me?
-
It's the same, but here it is. (http://www.megaupload.com/?d=CKQIRKZ0)
-
dude, you should totally let me help you on this project. how do you know which sounds are what? weeemus used to have a list of descriptions for the sounds but he said his computer crashed and he lost it.
-
I started a list of my own, actually. It's not in text format ; I just named the original sounds as I extracted them. It's highly incomplete and I expect some to be wrong, but here it is (http://img3.imageshack.us/img3/1594/soundeffects.jpg).
-
thanks, that's awesome. what could i help you with? also, would you be against using some sound effects from more recent FF games?
-
About using sound effects from other FF games... ...Well, yes and no. You see, those are copyrighted sounds so you can't distribute them. So if you manage to find them, we won't be able to turn them into a patch. But truth be told, if my own FFVII had cool sounds, I'd be happy :P
Nah, I think the only way you could help, is if you could find a nice sword-cut sound-effect for Cloud ^^ I've been trying to find one, but it's like looking for a needle in a bundle of straws.
-
If you will continue updating this thread with a list of effect sounds you need and possibly how they originally sounded I PROMISE you ill find you 2 decent SFX's myself a day lol.(I messed with rpgmaker a LOT back in the day, and can find ENDLESS rpg sfx)
-
Hey, no prob ! I know I also have trouble finding the Fire spells' replacements. There are a lot of fire sounds out there, but very few that feel violent enough - like a flame suddenly appearing out of the ground...
EDIT :
New video, with new sounds. (http://www.youtube.com/watch?v=URx2Mzu9f0E) I made a sword slash myself, by combining a "whoosh" sound with a gore one. Sounds ok when you're fighting biological stuff, but chances are it will sound odd against a machine.
-
Just checked out the vid, really kick ass sounds dude. The timing seems to be a bit off on some of them though, don't know if that's just youtube throwing the audio off a bit though. Other than that great job
-
Thanks. The syncing problem is mainly due to my poor videos, but it's true some of those sounds, like Cloud's slash, were a little off. It's fixed anyway, and I created some other sounds.
New video (http://www.youtube.com/watch?v=31_DoSrqheM)
After making this video, I edited the 'whoosh' limit sound again. It appears that combining the original sound effect with some other sounds is the way to go. The new sound is way better than the one you heard in this video. I used the same procedure with Cloud's slash - I just added a "blade" sound, a swinging one, and an impact one.
Also, I think it's time for a first release.
FFVII-SFX_0.02a.rar (http://www.mediafire.com/?q5rmzmjhtrm)
In the rar archive, you will also find a new sound for the crowd in Junon, during the parade. I haven't tested it yet, so if someone could do so and report to me any problem they might encounter, that would be much appreciated.
*First post edited by adding a link to the rar file*
EDIT : reuploaded the file, I forgot Tifa's attack sound -__-
-
Nice progress judging from your last video.
A few constructive criticism however :
- The bolt sound effect sounded better to me in your earlier video. Too much of the original is still howing through in this one.
- Tifa's hit sound is, as you said, too "loud". I believe it should be toned down somewhat.
Apart from those two, every release is improving. Cloud's blade is perfect as well as barret's limit and regular attack.
-
- The bolt sound effect sounded better to me in your earlier video. Too much of the original is still howing through in this one.
Yeah, I know... ...but it's kinda wanted. You see, thunder can only sound a certain way, and since there are many bolt spells in game, I thought I'd just keep the originals and just improve them somehow. I guess the only thing I can do is lower the volume of the original sound / increase the volume of the new one...
Either this, or I'll have to find better electrical sound effects.
- Tifa's hit sound is, as you said, too "loud". I believe it should be toned down somewhat.
No prob, I'll lower its volume for the next version.
Thank you for posting.
Oh, and I just made two new sounds : one for Jessie's explosion, and the other one for the fire sound (that you can also hear when Nibelheim is burning). Video : http://www.youtube.com/watch?v=3K1Q2pxaGUo (http://www.youtube.com/watch?v=3K1Q2pxaGUo)
-
- The bolt sound effect sounded better to me in your earlier video. Too much of the original is still howing through in this one.
Yeah, I know... ...but it's kinda wanted. You see, thunder can only sound a certain way, and since there are many bolt spells in game, I thought I'd just keep the originals and just improve them somehow. I guess the only thing I can do is lower the volume of the original sound / increase the volume of the new one...
Either this, or I'll have to find better electrical sound effects.
Just throwing an idea out there, mentioning better electrical sounds made me think of that high pitch noise bolt 3 makes and I was never really impressed with that. If that could be edited to sound more like real crackling and thunder it might sound more realistic.
As for Tifa's attacks, they sound more detailed. Barret's gun fire sounds very good but the timing still seems off.
-
Are these sounds really "better"? I can't help but feel some are being changed just for the sake of it...
I guess it's an optional mod at the end of the day though right? :)
-
Are these sounds really "better"? I can't help but feel some are being changed just for the sake of it...
I guess it's an optional mod at the end of the day though right? :)
Yes, they're the best sounds out there, period. And no, this is no optional mod - everyone has to install it or I'm gonna hunt them down and slit their throats :)
-
Yes, they're the best sounds out there, period. And no, this is no optional mod - everyone has to install it or I'm gonna hunt them and slit their throats :)
Shit man, that sounds pretty full on!
-
Of course !
Reminder to self : change Tifa's critical attack sound.
By the way, sound effect #376 sounds like a woman screaming, but I can't remember where this is played, in-game. Anyone know ? I think I remember it being played in the hotel at Gold Saucer, but can you hear it anywhere else ?
-
Of course !
Reminder to self : change Tifa's critical attack sound.
By the way, sound effect #376 sounds like a woman screaming, but I can't remember where this is played, in-game. Anyone know ? I think I remember it being played in the hotel at Gold Saucer, but can you hear it anywhere else ?
I've been playing ff7 for a long time and I only hear that scream in the hotel too when the doll or something tied is falls to scare Cloud.
-
Ha, that's what I thought - thank you Nikfrozty. Which one of these screams do you think would be best to replace it ? This one (http://www.partnersinrhyme.com/soundfx/human_sounds/human_scream41_wav.shtml), this one (http://www.partnersinrhyme.com/soundfx/human_sounds/human_female-scream_wav.shtml), this one (http://www.freesound.org/samplesViewSingle.php?id=66949), this one (http://www.freesound.org/samplesViewSingle.php?id=30279) (it is pretty funny, 3 women are screaming), this one (http://www.freesound.org/samplesViewSingle.php?id=9434) (which also made me laugh), or this one (http://www.freesound.org/samplesViewSingle.php?id=9429) ?
I have trouble deciding.
-
Ha, that's what I thought - thank you Nikfrozty. Which one of these screams do you think would be best to replace it ? This one (http://www.partnersinrhyme.com/soundfx/human_sounds/human_scream41_wav.shtml), this one (http://www.partnersinrhyme.com/soundfx/human_sounds/human_female-scream_wav.shtml), this one (http://www.freesound.org/samplesViewSingle.php?id=66949), this one (http://www.freesound.org/samplesViewSingle.php?id=30279) (it is pretty funny, 3 women are screaming), this one (http://www.freesound.org/samplesViewSingle.php?id=9434) (which also made me laugh), or this one (http://www.freesound.org/samplesViewSingle.php?id=9429) ?
I have trouble deciding.
I like this one. :P
I mean: http://www.freesound.org/samplesViewSingle.php?id=66949
-
Yeah, nice choice. It's true that this is the most faithful one to the original scream :)
(By the way, now that you're here NFITC1, you might want to check out this thread (http://forums.qhimm.com/index.php?topic=10265.0). I talk about an issue I forgot to mention regarding Proud Clod and battle flags ;) )
-
Found a good Barret sound on that site
http://www.freesound.org/samplesViewSingle.php?id=30749
And for those who want Barret to sound like a cannon:
http://www.freesound.org/samplesViewSingle.php?id=39071
Dunno if you're even looking for sounds. But stumbled upon them so i thought i'd share em
-
The second one sounds more like a high powered gun, and you can even hear the shells hitting, I LOVE IT!
-
Wow, how do I get that to work for FFVII?
-
Wow, how do I get that to work for FFVII?
Learn how to use Cosmo. Its easy and simple to use. :)
-
Found a good Barret sound on that site
http://www.freesound.org/samplesViewSingle.php?id=30749
And for those who want Barret to sound like a cannon:
http://www.freesound.org/samplesViewSingle.php?id=39071
Dunno if you're even looking for sounds. But stumbled upon them so i thought i'd share em
Yeah I'm always looking for sounds. Thank you ! And I also love the second one. I already have the sound for the MPs and Barret's machinegun, but there are a lot of machinegun sounds to cover...
2 or 3 more SFX, and I'm releasing a new version. That will be 30 done. Since there are 723 of them, and even though I don't intend to replace them all, I'm gonna be busy for a while ::)
-
just a question, but are these sounds being normalized with the stock sounds? I don't think people want a nice fire sound, then a booming canon that blows out their laptop speakers. Just curious since i didn't read anything about that.
lee
-
Ha, I didn't think about this. It's true that converting a sound to an ADPCM slightly increases its volume, but I think they shouldn't blow out anyone's speakers. Still, since I don't have a laptop I can't test them (they sound normalized on my computer), so feel free to report any problem if you encounter one.
EDIT :
New version. (http://www.mediafire.com/?2q3qyzqqzcd) 30 sound effects inside. I also changed Tifa's normal attack sound and gave the previous one to the enemies. Sounds a lot better.
-
I think pyrozen meant that sounds should be normalized against each other (even stock ones) to make sure they're all at the same level.
-
Ah, yes. It's true that the new sounds are a bit louder than the originals because of the conversion to adpcm, but it is barely noticeable. I'm currently playing through the game with them, and I noticed no such problem - aside from the fact that the sfx I gave to sound effect #34 isn't adequate. When the Motor Ball battletank tries to run over your characters, it sure shouldn't sound like a punch !
Since SFX #34 is used for many different attacks (the MPs' tonfa, Motor Ball's Highway & Deadly Wheel, ...), we (I ?) have to find a hit sound more generic.
EDIT :
What do you think about this sound (http://www.mediafire.com/?bltjm2ynofq), for #34 ? I think it's nice and does the job pretty well :) It's a bit much for damage from just a Tonfa, but it fits to more powerful creatures (Jenova Hojo and his combos...) or machines. Me likey physical attacks that sound powerful ^^
-
I'd have to hear it in game but it sounds promising.
-
I modified some of your existing character attacks sounds and added voices to them.
see if it sounds ok : http://www.mediafire.com/file/eim3j2myofm/ff7wav_test.rar
The voices came from some Mugen(Free customizable fighting game engine) characters.
Cloud voice from "Cloud" by Yamakichi
Tifa voice from "Tifa" by Yamakichi
Barret voice from "Khan by BadDarkness"
Aeris voice from "K.M.Mioh by Cerenas"
Of course all of them were ripped from other games by their respective authors(not sure with the cloud and tifa one) So if this violates the rules or anything, please kindly remove the link.
I hoped I helped add a few ideas. :)
-
Would it be possible (perhaps with some AI modding, I dunno exactly how) to add NEW sounds to the game, instead of just replacing existing ones?
Obviously, you don't want to use a punching sound for an explosion, but a generic one wouldn't be nearly as good, but being able to separate them would be great if possible.
-
I modified some of your existing character attacks sounds and added voices to them.
see if it sounds ok : http://www.mediafire.com/file/eim3j2myofm/ff7wav_test.rar
The voices came from some Mugen(Free customizable fighting game engine) characters.
Cloud voice from "Cloud" by Yamakichi
Tifa voice from "Tifa" by Yamakichi
Barret voice from "Khan by BadDarkness"
Aeris voice from "K.M.Mioh by Cerenas"
Of course all of them were ripped from other games by their respective authors(not sure with the cloud and tifa one) So if this violates the rules or anything, please kindly remove the link.
I hoped I helped add a few ideas. :)
LOL ! Great voices ! I particularly like the Big Shot one, as well as the girls. Cloud, not so much. I'll have to try those in-game ^^
Would it be possible (perhaps with some AI modding, I dunno exactly how) to add NEW sounds to the game, instead of just replacing existing ones?
Obviously, you don't want to use a punching sound for an explosion, but a generic one wouldn't be nearly as good, but being able to separate them would be great if possible.
I have no clue about the possibility of adding new sounds, but what you can do is change the impact sound of the enemies' abilities, with the help of Proud Clod. Some SFX also seem to be unused in this huge list, so it's possible to change those completely, and to assign them to specific monster abilities. Heck, I'm sure you could also add voices to the Turks, for example (by the way, I'm pretty sure that Reno's stick sound is never used anywhere else in the game) ...
By the way, here is the sound for the claw attacks (http://www.mediafire.com/?zql21yi53lg). Way better than the "DJAH" original, IMO. And on a side note, since I'm back to actively working on my mod, I won't be mad if somebody else takes my place in this project.
EDIT:
Okay, I tested the voices in-game, and... ...they're excellent !! :o I can't believe how much they improve the feel of the game. It feels less autistic somehow. And this is from someone who doesn't like the Japanese anime-style voices usually. Hey Sicatrix, if you've got plenty of voices like those in store, don't hesitate to create more sounds ;D
*Armorvil triggers Tifa's limit over and over with a smile on his face*
-
lol, I knew you'd like the Tifa one. Once I added those voices for her I never took her out of the party and always had her on Hyper. ;P
I guess we could help each other out here.
Do you already know the number placements of all of Tifa's sound fx?
If you have a list of a lot more number placements then it's even better. :)
-
I don't remember other Tifa sounds in there, but here is my updated list. The sounds that don't have numbers, in the end, are sounds located between #0 and #30. I started numbering the sfx from #30 onward, and was too lazy to number those later.
Image 1 (http://img14.imageshack.us/f/image1hsj.jpg/)
Image 2 (http://img443.imageshack.us/f/image2qad.jpg/)
And sorry for the rare french words tossed in there :P [actually, I think there's only one : étouffé, which means muffled]. Also, I think I remember me mixing up both Yuffie's and Sephiroth's attacks/critical attacks.
EDIT :
Also, I think I remember that #540 is Barret's Ungermax/Angermax. I suck at recognizing Limit sounds - especially since my team is often the same : Tifa & Yuffie.
-
Is 15-machinegun only used by barret?
-
Sadly, no. Many enemies, like the MP, use it too. Not to mention this machinegun sound is also heard on the field (when climbing the pillar in Sector 7, for example). And silly me, #540 is not Ungermax, it's Highwind.
-
It seems 15 machine gun is also used for Angermax, too bad.
*EDIT*Well here's Tifa's Dolphin Blow: Failed attempt :P
I haven't quit tested this one yet so if you think any part of it needs to be changed just tell me.
I just hope this one isn't a shared sound effect.
-
Er... ...I didn't test it in-game either, but did you listen to it ? I mean, it doesn't sound like water at all. Actually, to be frank, I think the SFX you used is just one big mess, since it doesn't sound like a hit either :|
And her voice is... ...well. No offense, but it sounds like the scream of a harpy or another monster. I think you'd have to torture Tifa quite a lot to get such a sound out of her, lol.
I just hope you won't take my criticism badly. Discouraging you is absolutely not the goal, and I hesitated a lot on writing my honest thoughts about this one. The previous voices you posted were absolutely excellent, and I'd love to get more from you. I'm just surprised you posted one as bad as this one. I'll try to look for a nice sound, but since it's a water splash one, chances are it's used somewhere else (from Mr Dolphin, maybe ?).
-
lol, that's what I thought as well. The water sound raped the whole effect...man that was my second attempt. It's surprisingly difficult to find a good water splash sound on the net. If you find one then send it my way.
I'm currently at Junon and I have my fingers crossed that mr.dolphin won't screw this up.
Oh and the tifa voice was amplified the wrong way *dope*...my bad, I'll fix that.
-
Just wanted to chime in and I liked his first ones as well.
-
Tifa's splash sound I just created, as well as a sound for casting magic I forgot to upload earlier. (http://www.mediafire.com/?zyzowytjqmn)
As usual, tell me what you think. As I did, an honest opinion - don't hesitate to tell me it's crap :P
-
And her voice is... ...well. No offense, but it sounds like the scream of a harpy or another monster. I think you'd have to torture Tifa quite a lot to get such a sound out of her, lol.
I got confused here. ;P
Tifa's voice got amplified wrong and couldn't be heard because of the horrible water splash effect I used. The squeaky banshee voice that is audible was a dolphin voice.
Oh and thanks for the new splash sound. Im going to redo the fx then. :)
Magic one seems fine, but I think it still doesn't quite hit the mark.
EDIT:
Okay 4th times a charm...I hope : http://www.mediafire.com/file/amovqnzymdt/403-dolphin blow test4.rar
EDIT:
Here's a new Beta sound effect : http://www.mediafire.com/file/nwzxqnnmmdo/139-beta.rar
-
By the way, i forgot to tell you that I heard Tifa's normal attack sound when the girl punches Big Bro at the gym (after he lost to the squats, he's hit by his boss), and when Barret hits the debris in despair, just after the plate fell and crashed sector 7. The former is not really a problem (the voice fits her, and it's hilarious ^^), but the latter... ...Let's just say I didn't know that Barret has such a feminine voice :P
-
I wanted to remind you that your sound effect patch might not work if you add voices in because I saw that there was a voice over project going on right now so I don't think it would be compatible with that project.
-
That voiceover project won't be released any time in the foreseeable future.
Even if it were released, I don't see any reason why this shouldn't be compatible with the voiceover, as the voiceover project won't do anything to the sound effect files.
-
ahh well I only heard mention that others wanted them to do that for the battles as well and you know it would be rather silly to hear cloud in one voice and then another voice in the battles that would be amusing. Just pointing out a concern.
-
While I'd like the voiceover project to come to fruition, it's currently on indefinite hold. I don't think we need to worry about compatability just yet :-\
-
By the way, i forgot to tell you that I heard Tifa's normal attack sound when the girl punches Big Bro at the gym (after he lost to the squats, he's hit by his boss), and when Barret hits the debris in despair, just after the plate fell and crashed sector 7. The former is not really a problem (the voice fits her, and it's hilarious ^^), but the latter... ...Let's just say I didn't know that Barret has such a feminine voice :P
Bleh...I guess there are two options then, just use a higher quality sound effect, or put the one with the voice after the sector 7 barret scene...and hope that it's not shared anymore.
Well anyway this new one here is definitely not a shared sfx :
Choco/Mog http://www.mediafire.com/file/vdb3gydnuym/chocomog.rar
Feedback is welcomed as always. :)
-
Good job, this sounds great ! :D
EDIT :
But it's weird : none of those original sounds (#579 to #583) sound like Choco-Mog to me. I mean, I played the PSX version quite a lot and know perfectly well how Choco-Mog sounds, and all of these seem off. But true : I never used Choco-Mog on the PC version (but I don't see why it would sound different, since all the SFX I heard are exactly the same). Did you try testing your SFXs in-game, Sicatrix ?
-
I can't recall the PSX sfx of the Choco/Mog, but #579 to #583 are definitely it.
It's actually one of the weirder sfx in the audio.dat, in the sense of how the game plays them.
#579 to #581 are played almost exactly the same time and overlap each other, and #582 and #583 are played the same time and overlap each other thus creating a mix. Making this one of the more difficult sfx to decipher if not for #583(long ass sound that seems to portray a dizzy effect :P )
Well here's a few more: http://www.mediafire.com/file/5lt2dzmznix/FF7_Random_8SFX.rar
483 - Summoning
473 - Flamethrower
444 - item/materia equip
386 - Escape battle
342 - Yuffie Attack(work in progress and subject to change)
284 - Bubble attack(you know from that elephant thing near chocobo farm and possibly some other attack that I hope this sfx would fit)
23 - Ice1
8 - Fire1
-
tell me what what you guys think
85 - Bolt3 (All)
http://www.mediafire.com/download.php?2mzdzi2zime
-
Very nice sounds guys. I love the first part of Bolt3, but the last part not so much (doesn't sound enough like an electrical discharge, imo). I tried to further edit myself, but it didn't come out too well. The sound is getting too loud, maybe... ...Anyway, you can download it and judge by yourself (http://www.mediafire.com/?fnzognneyrd).
And that summoning one is interesting. Sounds like Bahamut somehow 8)
The Flamethrower, the item equiping, and the bubble attack are awesome, I think. My grudge with the escape battle sound is, it would sound weird when you're escaping outside. It really sounds as if someone is tap dancing, actually XD.
342 - Yuffie Attack is gonna be good, methink. The sound is too shrill though - I'd have to refrain from using 4xCut with Yuffie so I don't get a headache :P
As for Ice1, the second part of it is excellent. Really sounds like ice breaking. But that first sound gives the impression that some kind of beast is roaring, and ice doesn't break in the graphical effect. Maybe it could be used for another ice magic ?
And finally, Fire1. It's a really good sound, my only gripes with it are the fact that it feels perhaps a bit violent for it (more fitting for Fire2 perhaps ?), and that is doesn't sound deep enough. To me, anyways. Add a little more bass to the sound, and it should make a great Fire2 (I think the Fire1 I made is good enough). But it is all my opinion, and it's worth what it's worth.
EDIT :
How about this, as an escape sound ? (http://www.mediafire.com/?wr5jnndt4mm) I really like it, but I'm sure it can be improved.
-
Very nice sounds guys. I love the first part of Bolt3, but the last part not so much (doesn't sound enough like an electrical discharge, imo). I tried to further edit myself, but it didn't come out too well. The sound is getting too loud, maybe... ...Anyway, you can download it and judge by yourself (http://www.mediafire.com/?fnzognneyrd).
I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:
85 - Bolt3 (All)
http://www.mediafire.com/download.php?lwmwgqjwdjj
-
I liked yours fine, though it is a little muffled and anti-climactic at the end.
This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?
-
At first I tried layering mine on top of the original sfx like Armorvil did with some of his spells, but it seemed too noisy and jumbled and it also didn't contrast well with the realistic thunder sounds.
-
Very nice sounds guys. I love the first part of Bolt3, but the last part not so much (doesn't sound enough like an electrical discharge, imo). I tried to further edit myself, but it didn't come out too well. The sound is getting too loud, maybe... ...Anyway, you can download it and judge by yourself (http://www.mediafire.com/?fnzognneyrd).
I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:
85 - Bolt3 (All)
http://www.mediafire.com/download.php?lwmwgqjwdjj
Wow it's perfect. I love it !
This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?
Ah you bring an interesting point, I didn't think about that. But I think it's possible to give a more dramatic feeling by playing with Audacity a bit.
-
As for Ice1, the second part of it is excellent. Really sounds like ice breaking. But that first sound gives the impression that some kind of beast is roaring, and ice doesn't break in the graphical effect. Maybe it could be used for another ice magic ?
I'm not satisfied with that one either, I really wanted to use a type of "Shing" sound for it.
Back to the drawing board.
And finally, Fire1. It's a really good sound, my only gripes with it are the fact that it feels perhaps a bit violent for it (more fitting for Fire2 perhaps ?), and that is doesn't sound deep enough. To me, anyways. Add a little more bass to the sound, and it should make a great Fire2 (I think the Fire1 I made is good enough). But it is all my opinion, and it's worth what it's worth.
lol, so that's why. I said to myself when I listened to Fire1 "Now why didn't Square make the other sfx sound a little more like this". I completely forgot I was already using yours. I'll edit it then and use it for another fire spell.
How about this, as an escape sound ? (http://www.mediafire.com/?wr5jnndt4mm) I really like it, but I'm sure it can be improved.
Sigh...much better indeed, but I just encountered a problem with the escape sfx.
It seems all attacks that flag a character to escape(example: Midgar Zolom's Tail smack) play this sfx.
So being flung out of the battle with the sound of footsteps playing??
That's just inexcusable and Square clearly got lazy on that one.
It seems they were hoping for players to just not notice it, so that's why they made their sfx low quality(Joke ;P ). I'll make a new one or find an existing one that will fit both animations.
I liked yours fine, though it is a little muffled and anti-climactic at the end. I tried to take your advice, so give me your feedback:
85 - Bolt3 (All)
http://www.mediafire.com/download.php?lwmwgqjwdjj
Nice,nice, very nice. :) (Whoot! That's one less work for me)
This seem to be a general issue, although I suppose it's an inevitability if these are samples from things like real-life cracks of thunder. Real sounds tend to start off loud and get quieter whereas the SFX in FF7 get louder towards the end and therefore more dramatic and more satisfying. Is there any way to easily edit these sounds to mimic the original without diminishing the quality?
Ah you bring an interesting point, I didn't think about that. But I think it's possible to give a more dramatic feeling by playing with Audacity a bit.
Not all sfx though, but yes this is definitely a case. The Choco/Mog and some other SFX I made that I haven't released yet were made to mimic the exact sound progression. The others namely shorter sfx are surprisingly much more difficult to mimic.
-
Sigh...much better indeed, but I just encountered a problem with the escape sfx.
It seems all attacks that flag a character to escape(example: Midgar Zolom's Tail smack) play this sfx.
So being flung out of the battle with the sound of footsteps playing??
That's just inexcusable and Square clearly got lazy on that one.
It seems they were hoping for players to just not notice it, so that's why they made their sfx low quality(Joke ;P ). I'll make a new one or find an existing one that will fit both animations.
Oh, right !... ...Or perhaps we should just leave this one alone. After all, some of the original sounds are very good (like Fire 2, for instance). As hotdog963al said earlier, all sounds shouldn't be changed just because we can.
-
Update:
Added single Bolt3 and fixed the timing of 85.
69 - Bolt3
85 - Bolt3 (All)
http://www.mediafire.com/download.php?y21cjmzzakm
-
Armorvil, I think your "miss" sfx sounds a bit too loud/long... or maybe not, I edited it either way:
4-Miss
http://www.mediafire.com/download.php?jtzvmijtmxn
-
Ah, yes. This new one is better than mine, that's for sure. Great job ae2011 :)
I also made a couple new sounds (http://www.mediafire.com/?zko1zdnlwdn): a cursor one (when I was moving it around, when it was silent, I couldn't shake the feeling something was missing), a Fire2 (bleh... ...As I said, I like the original, but someone might like this new one), and a frog sound (the ribbit-like sfx you can hear when you use Frog Song).
Of these, the only one I could test in-game is the cursor sound. I willingly chose another whoosh sound, as if a sword slashed through air. I like it, I think it's a lot more pleasant than the click sound, or no sound at all.
EDIT :
And here is #254 (http://www.mediafire.com/?nm0hzylkzkf). It's not too bad, but maybe I shouldn't have used a zipper sound. That's because you often hear this sfx twice in a row, so it gives the impression that the characters have a lot of zippers on them :P (fitting for characters designed by Nomura, but I don't recall Aeris' dress showing any zipper ::) ). It's hilarious during the Wall-Market events, though.
Oh, and nice Bolt3s, AE ^^
-
here's some more.
http://www.mediafire.com/file/ean0dztdzgy/FF7_Random_SFX2.rar
17- known uses - (Cloud Attack -1st part climhazzard- 1st 2 hits cross slash)
22- Aeris Critical hit
23- Ice1 (New version)
24- bite attack
26- known uses - (Cloud critical attack- 2nd part climhazzard(fits very well IMO) - 3rd slash cross slash- Initial Blade Beam hit)
29- Demi hit
32- High jump - (Two versions) - (With and without a Tifa voice) Known uses - high jump of meteor strike.
359- Zemzelet wind attack
368- Known uses- (Swamp shoot travel- Blade beam Travel)
-
Are you guys documenting this anywhere in particular?
-
I also made a couple new sounds: a cursor one (when I was moving it around, when it was silent, I couldn't shake the feeling something was missing), a Fire2 (bleh... ...As I said, I like the original, but someone might like this new one), and a frog sound (the ribbit-like sfx you can hear when you use Frog Song).
Of these, the only one I could test in-game is the cursor sound. I willingly chose another whoosh sound, as if a sword slashed through air. I like it, I think it's a lot more pleasant than the click sound, or no sound at all.
EDIT :
And here is #254. It's not too bad, but maybe I shouldn't have used a zipper sound. That's because you often hear this sfx twice in a row, so it gives the impression that the characters have a lot of zippers on them :P (fitting for characters designed by Nomura, but I don't recall Aeris' dress showing any zipper ::) ). It's hilarious during the Wall-Market events, though.
I really like your sounds Armorvil. But I felt like they needed some work:
http://www.mediafire.com/download.php?tnnjwyhwnxh
0 - Cursor (maybe it's just me, but I think the whoosh sound is a bit much. this one is really simple, quiet, and it fits amazingly well)
9 - Fire2 (sounds great, just needed a fade out)
154 - Frog Song (also really good, but I killed that ridiculous buzz/hum)
254 - Change Clothes (i thought the first part was perfect. the zipper is kinda loud and ends abruptly, so it might be better without it. i added shuffling clothes in the back)
Please let me know what you think, and I hope I'm not being too critical, I'm just trying to help :)
Sicatrix: Verry verry nice sounds, including the improved 23-Ice. Keep em coming
Speaking of which, are we going to consolidate these into one designated package, or just leave it up to preference? I think we should try and decide/vote on the best sounds that we have doubles for, and ultimately create an official patch. Sorry if I'm getting ahead because I know this is still really new, I'm just thinking long-term.
Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end
-
Speaking of which, are we going to consolidate these into one designated package, or just leave it up to preference? I think we should try and decide/vote on the best sounds that we have doubles for, and ultimately create an official patch. Sorry if I'm getting ahead because I know this is still really new, I'm just thinking long-term.
I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.
Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end
Thanks for that. Since I did a mass sfx change a few days ago I forgot which ones didn't have proper fades or normalizations. I guess these were one of them. ;P
-
I think that's the idea...I think, hence we give each other feedback and If we can't agree on some sfx then multiple wav files can be included with the patch. IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it. If you also have a list then smack it here, since I've noticed that some people here are looking for the audio.dat documentation.
Yeah, I've been going strictly off Armorvil's jpgs for the list of files. Weeemus used to have one, but lost it when his computer crashed. I agree that this is probably the most important thing to do right now. Could you post your list when you get a chance?
-
Are you guys documenting this anywhere in particular?
Uhh, yea, guys? This is pretty cool. Can we have some documentation please? What's done/missing?
-
I don't know about Sicatrix and Ae2011, but no - aside from the jpegs I posted, I don't have any documentation. What exactly do you guys need (aside from the updated list of the +700 sfx) ?
I really like your sounds Armorvil. But I felt like they needed some work:
http://www.mediafire.com/download.php?tnnjwyhwnxh
0 - Cursor (maybe it's just me, but I think the whoosh sound is a bit much. this one is really simple, quiet, and it fits amazingly well)
9 - Fire2 (sounds great, just needed a fade out)
154 - Frog Song (also really good, but I killed that ridiculous buzz/hum)
254 - Change Clothes (i thought the first part was perfect. the zipper is kinda loud and ends abruptly, so it might be better without it. i added shuffling clothes in the back)
Please let me know what you think, and I hope I'm not being too critical, I'm just trying to help :)
You're not being too critical ;) I agree that all your changes sound way better. And the zipper definitely needed to go. I can tell you have more talent than me in this department !
Also...one small, very important thing that everyone needs to implement as a general rule for all these sounds.... PLEASE give everything a short fade out, just enough so it doesn't clip at the end
Yeah, I'll keep that in mind.
EDIT:
@Sicatrix : GREAT new ones ! The only two I'm not sure about are #17 and #24. I think that the #17 you previously posted sounds better. As for #24, I think it sounds like some very old Neo-Geo/Arcade Beat'em-all game. I picture more something like the sound of a beast, some kind of a guttural noise when it bites you. It's kinda hard to describe with words. I tried to make one a while back and ended up with this (http://www.mediafire.com/?zd3mmnj1jny), but it sucks in so many ways it's not funny :-P Should give you an idea of how I envision the sfx, though. But once again, it's all just my opinion, and blah blah blah...
-
I don't know about Sicatrix and Ae2011, but no - aside from the jpegs I posted, I don't have any documentation. What exactly do you guys need (aside from the updated list of the +700 sfx) ?
Hopefully Sicatrix can merge his list with yours, and we can continue to ID sounds in-game. You should edit the front page explaining what's going on, what we've got done/working on, and the sfx list as it gets updated.
IMO, the sfx that we keep sharing as of now is not the important thing, but the listing of the 700+ sounds and when and where they are used. Armorvil already posted his when I asked him to and I'm currently in the process of merging it with mine and refining it.
I think that this should be our priority. Maybe even more experienced people could help figure out where they're used in the game. Then we can focus on making replacements. As of right now I only have a list of 125/723 sfx, going straight off what you guys have posted.
-
What sounds are missing?? I can help if only I know the sounds I need to find. :)
-
Remember that thing Halkun said about documenting what's been done?
Let me let you into a secret: when you're six months into a project, you'll really appreciate having a formalized doc system. All you need is a spreadsheet listing the files you're planning to alter and their statuses. Believe me, you'll not regret it.
-
this should be documented on the File Reconstruction Sheet. (http://forums.qhimm.com/index.php?topic=8874.msg114980#msg114980) in the FF7PC Section of the sheet expanding the entry for audio.dat. name, size and description. is all that is needed (name i suspose would be # in this case) since people had to go mess all the fun up when the sheet was open, i will happly post what ever you guys find (that is if halkun doesn't give one of your write access).
-
Image 1 (http://img14.imageshack.us/f/image1hsj.jpg/)
Image 2 (http://img443.imageshack.us/f/image2qad.jpg/)
^
This is what got us started.
Assistance:
1.)Numbers that are not present needs to be identified.(even if we have identified some already and are not on the list above, more people confirming it is best.)
2.)Find/Confirm Field only sfx
It's pretty easy to decipher the sounds that are used in the field, but the problem is knowing when and where they are used. Refer to the list then listen to the sfx (Example: "036- Reactor1 - bombing mission 1 and etc." - the more specific the description the better.)
3.)Find/Confirm Shared sfx
(at first I thought #017 was only used for Cloud's normal attack but then... "17- known uses - (Cloud Attack -1st part climhazzard- 1st 2 hits cross slash)". The more annoying sfx are the ones that are shared both in battle and field(Blehh...*** Drama queen Barret had to spoil Tifa's voiced attack)
4.) Find/Confirm Battle Specific sfx
The easiest ones to document IMO. All sfx that are only used in battle.
Basically you can just tell us something like "#28- ice2 or any item that produces Ice2 is definitely only used in battle."
5.)Find/Confirm Unused sfx
Armorvil stated that their are some unused sfx. If anyone finds any then please notify us to prevent a few headaches. :)
6.) If you want to share some sfx you found/made/edited then that's cool to.
We are not demanding help but will be very greatful for such assistance.
I will post my list soon and is basically Armorvil's initial one with...
-my discoveries
-corrections
-confirmations
-some crude descriptions of what unknown sfx sounds like and/or where they might be used.
-updates whenever new information is shared before release.
-
Everything sounds like a plan. The sooner you post that list sicatrix the better.
this should be documented on the File Reconstruction Sheet. (http://forums.qhimm.com/index.php?topic=8874.msg114980#msg114980) in the FF7PC Section of the sheet expanding the entry for audio.dat. name, size and description. is all that is needed (name i suspose would be # in this case) since people had to go mess all the fun up when the sheet was open, i will happly post what ever you guys find (that is if halkun doesn't give one of your write access).
Once we get a good list together, we would definitely love for you to update the file reconstruction project for us.
And anyone else, please help ID sounds. Refer to the images/upcoming lists for progress and check out the first page on how to extract the sfx using cosmo...all 723 of them
-
I'll try and give you a hand to indentify some sound effects over the coming weeks.
Are all of SFX in the screenshots above already indentified ?
Also, on the subject of voices in battle : I hate them. With a passion. And this is coming from someone who participated heavily in the voiceover project.
I always find it sounds forced when characters shout when doing attacks. If you want to restrict that to certain types of really powerful physical attacks (like, for example, the last slash of omnislash) then fine but otherwise it really gets on my nerves.
That's one of the main flaws I find with all the "anime-style" RPG's.
Just my two cents.
-
lol, i know what you mean. sicatrix has posted a few sounds with voice attacks, but also ones without. i'm pretty sure in the long run both types will be included for preference. the sfx in the screenshots have been identified, however as sicatrix pointed out, they need to be confirmed by more people. mainly the field and shared sounds since battle only sounds sounds are pretty obvious, but also because there might be errors since this is only the first list that has been posted so far. keep an eye out for updated lists, which hopefully will be posted soon. any help with identifying sfx would be greatly appreciated ;D
-
Yeah, there definitely are errors...
EDIT:
Sicatrix, what you called
32- High jump - (Two versions) - (With and without a Tifa voice) Known uses - high jump of meteor strike.
is also played at the end of Cloud's Cross Slash. So a version with a voice won't do.
-
This project seems really interesting I would like to help how can I see what sounds need to be done??
-
im really liking how this is developing, but what are your thoughts on an installer? Manually replacing them all is definitly a no go, and i really want to try out some of these sounds. I COULD manually do it, but im lazy and i do texturresd, not sounds :P
lee
-
An installer would indeed be nice, but I have no clue how to make one so don't look at me =P.
As for the sounds done (even though "done" is all relative, since some of them can definitely be improved), they are (I hope I'm not forgeting any) :
0-cursor
4-miss
5-cure
8-fire
8- fire (another version)
9-fire2
10-bolt
12-casting
14-bullet impact
15-machinegun
17-cloud's slash
19-grenade explosion
22-aeris' critical attack
23-ice
23-ice (another version)
24-bite
25-running
26-cloud's critical attack
29-demi hit
32-high jump
34-hit
35-limit break
39-big shot
49-aeris attacks
69-bolt3
85-bolt3_all
135-nibelheim burning
142-alarm
151-explosion
154-frog song
177-poison breath
217-snoring
239-crowd in junon
254-change clothes
284 - Bubble attack(you know from that elephant thing near chocobo farm and possibly some other attack that I hope this sfx would fit)
289-tifa attacks
290-somersault
342 - Yuffie Attack(work in progress and subject to change)
344-beat rush
347-tifa critical
349-claw
359-zemzelett wind
368-swampshot / blade beam travel
374-laugh
376-girl scream
386-escape
403-dolphin kick / water splash
429-weapon roars
438-applause
444 - item/materia equip
473 - Flamethrower
483 - Summoning
718-monster
That makes 51/723. You can download them all at once here (http://www.mediafire.com/?53nrwz2psj84v4t).
*previous edits now useless so I deleted them*
EDIT:
I forgot about Sicatrix's 139-Beta (http://www.mediafire.com/file/nwzxqnnmmdo/139-beta.rar). And I can't redownload it. I remember I prefered the original sound, so I didn't keep it.
-
There are 723 sounds? Wow. :o I'll try to find some sound effects but hell this will be a hell of a project.
-
There are 723 sounds? Wow. :o I'll try to find some sound effects but hell this will be a hell of a project.
thats nothing there are 11k + objects in battle.lgp and we have them all SSed and mostly ided..
-
Another thing : when throwing a weapon, that weapon's impact sound is played. That means that, if you added a voice to Aerith's attack (for example), and make Cloud throw one of her rods, you'll hear Aerith's "voice" when it hits the enemy :|
-
now just to make this clear what is considered stealing a sound because I listened to some of the sounds that are already finished and for example number 347 is tifas attack from the playstation 1 game ehrgeiz. I'm not sure if it was edited at all but if it was changed slightly can it be used??
-
The idea is, did you make it?
If no, you took the sound
Use freesound and made sure you have a compatible CC licence (Noncommercial use, with or without attriution)
-
love how the project is turning out :D
-
I don't know if you're still working on this project.
I'm a mastering engineer, and maybe I could help.
I'm using Adobe Audition with iZotope plugins and Pro Tools for mastering, but I'm NOT good at multitrack and/or composing. So if you need just things as loudness, compressors, resamplings, cleanups, fadings, EQ, I'm at your service!
-
So if you need just things as loudness, compressors, resamplings, cleanups, fadings, EQ, I'm at your service!
Not quite sure if armorvil is still working on this or not, but once I finish my current project I was going to go through and redo all the sound effects if it isn't done before then. I have a lot of experience with Audition and was gonna try to use free samples as well as synthesizing some of my own sounds. However the field upscale project might take me upwards of a year if aali's driver doesn't update with a fix for the palette changes to include dimensional changes, because if it doesn't I have to compensate for each layer manually, which is by far the most time consuming aspect of the entire process. If there is a fix it would only take a few weeks worth of work. But feel free to get started until my time fills up. I will definitely help you in the future when I can. I would have started already but its really hard to know which sound is for what as they are not clearly label, I was actually going to go through and label each sound and its purpose before I even started, but its kinda a tedious thing since their are over 700 sound fx :o
-
cosmo ficedula for sound edit not work
-
Sadly I'm not even able to open the sound file. I have already changed the security to allow everyone and tried to execute cosmo.exe with admin rights. The path is correct, but there's no info WHY cosmo isn't able to open the file...
Plugins ready
FiceStream Trans_Table not located!
EXCEPTION: EFOpenError Cannot open file C:\Spiele\FFVII\data\sound\AUDIO.DAT
Is there someone who can help?
-
Not quite sure if armorvil is still working on this or not
Not right now, I'm afraid. I'm focusing on my Total Grudge mod (which is an evolution of my AV demo), and it's going along nicely.
Anyways, I'm glad you guys are interested in such a project :) AFAIK, the only thing to look out for, is not to implement voices, as the battle SFXes are reused in the field for other things, from time to time. Also, when I still used Aali's custom driver 0.7.8b, it failed to read a new applaude sound, at the Gold Saucer event - so I kept having the "Oops, something very bad happened" message at the time (whereas Cosmo would read the new SFX just fine). I still haven't tried with 0.7.10b, though.
Sadly I'm not even able to open the sound file. I have already changed the security to allow everyone and tried to execute cosmo.exe with admin rights. The path is correct, but there's no info WHY cosmo isn't able to open the file...
Plugins ready
FiceStream Trans_Table not located!
EXCEPTION: EFOpenError Cannot open file C:\Spiele\FFVII\data\sound\AUDIO.DAT
Is there someone who can help?
Did you try re-downloading version 0.95c ? You may be missing some files because of a bad archive or something. You can get it from Aaron's Ficedula download mirror here :
http://ficedula.aaron-kelley.net/
-
Redownloading it did not help. I think it's the way cosmo tries to access the file. Maybe it creates problems with windows 7 x64. I have already tried to disable DEP for this file, and I also have set
"CWDIllegalInDllSearch"=dword:00000000
for "cosmo.exe".
I thought running cosmo.exe with admin rights would fix the problem, but no go. Maybe someone who also has a x64 Vista or 7 could look into this and tell me, if cosmo works on his setup...
-
hmm it might just be the 64 bit because it runs perfectly on my my 32 bit windows 7 ultimate
-
release more sounds?
-
release more sounds?
What?
-
To quote a phrase, "When it's done!"
-
Not quite sure if armorvil is still working on this or not
Not right now, I'm afraid.
release more sounds?
learn to read^ :evil:
-
hmm it might just be the 64 bit because it runs perfectly on my my 32 bit windows 7 ultimate
I'm going to copy the contents of the game into my virtual Windows XP machine. If that works, I'll try again!
-
sounds good, keep us posted on the result :lol:
-
Update:
http://www.mediafire.com/?97qzqhe40p4ege8
1-time bar
2-error
3-cancel
4-miss
5-cure/potion
6-hi-potion
7-cure 2
11-bolt 2
20-grab
27-impact
Please give me feedback. I don't even know if people are still interested in this project.
-
I'm interested in this.
I hold a degree in music technology specialising in audio for computer games.
I can create sounds effects/music myself..
Do we know how far this has progressed?
-
i am definatley interested in this project i can't wait to have clearer more modern sound effects in the game :-)
-
I'm interested in this.
I hold a degree in music technology specialising in audio for computer games.
I can create sounds effects/music myself..
Do we know how far this has progressed?
Awesome, me too ;D
Armorvil, myself and some others have done a few sounds, but only 68/723 total that are in the game. The link to the most recent pack FFVII-SFX_0.1.rar is on the first page, plus my last update of 10 sounds.
Here is, as far as i know, the closest thing we have to a complete list:
http://www.mediafire.com/?kiio8spmhrlc86n
Instructions are on the first page for how to add them in-game. Any and all help is greatly appreciated!
-
Looks good...
Would be handy to maybe have that xlsx sheet as a shared google doc with maybe 2 columns...1 - Working on 2 - complete so work isn't duplicated
-
Ok,
I have created a shared open access spreadsheet in googledocs to enable us to avoid duplication of work
Link:
https://spreadsheets.google.com/ccc?key=0AvfshgOxCy1zdGdZcjZNNVc4TVNrSkVjZEYwNlVIYUE&hl=en_GB&authkey=CMufrcgJ (https://spreadsheets.google.com/ccc?key=0AvfshgOxCy1zdGdZcjZNNVc4TVNrSkVjZEYwNlVIYUE&hl=en_GB&authkey=CMufrcgJ)
3 Columns
1 - WIP
2 - Completed
3 - Redo?
With the redo if we think the first effort can be improved upon.
A quick question from me...
Any reason why these have to be 4bit ...can't we go up to 8 or 16bit?
-
Any reason why these have to be 4bit ...can't we go up to 8 or 16bit?
Yes you can. Since I have no way of creating 4 bit files, I tested replacing a standard wav I had created in audcacity in cosmo (think it was 16 bit).
I can confirm it played in game.
As stated in another thread, I believe step 1 would be to identify all sounds as they have multiple uses. The best way, I think, to accomplish this purpose would be to replace all 723 sound files in the game with spoken numbers and write down in what context they are used in-game by playing throughout the whole game. I had started the process of recording and naming all 723 files with numbers to the replce in-game but am currently stopped at 351 since its extremely boring and time consumming.
I had started previously an effort to indetify from memory the sound effect before it become apparent it wouldn't work out. Here's whàat I had (incomplete and quite possibly inacurate) :
0 Move cursor Menu
1 Load Save
2 Can't Load Save
3 Menu Back
4 Off Train / Squat
5 Potion
6 Ether
7 X Potion
8 Fire
9 Fire 3 ?
10 Bolt
11 Bolt 3 ?
12 Cure
13 Waves ?
14 Barret Shot ?
15 Barret Assault Gun
16 Monster Noise ?
17 Cloud Slash
18 Water buildup ?
19 Barret Gun ?
20 Jump Ladder
21 Monster Death
22 Hitting Metal
23 Ice
24 Monster Bite / Red XIII ?
25 Tifa move ?
26 Cloud big slash
27 Tifa Punch
28 Ice 3 ?
29 Gravity
30 Sleep ?
31 Open door / elevator
32 Wave ?
33 Regen
34 Tifa Hit
35 Limit Break Unleashing
36 Underwater Mako Reactor Backgrund Noise
37 Mako Reactor Backgrund Noise
38 Underwater reactor elevator descent
39 Energy Hit ?
40 Magic ? Transform ?
41 Elevator Moving
42 Random Battle Swirl
43 Tick ??
44 Save Game ?
45 Machine Gun
46 Steal
47 Jump ?
48 Battle Sound ??
49 Sword hitting metal
50 Activate alectronic button
51 Hit object ?
52 Open Hojo Specimen door
53 Mechanical door opneing
54 Tifa Swiping Face ?
55 Landing on feet
56 Passing out in snow
57 Energy Beam
58 Console Input
59 Alert Sound
60 Using Computer Sound
61 Jump ?
62 Bio ? / Vincent Transform ?
63 Buildup + explosion
64 Roulette ?
65 Electric buildup + blowout ?
66 Status Effect ?
67 Battle Effect ?
68 Full HP
69 Bolt 3 ALL ?
70 Rock Moving ?
71 Status Effect ?
72 Sleep ?
73 Quake ?
74 Energy sound ??
75 Tidal Wave ?
76 Energy buuildup + explosion ?
77 Wind
78 Energy buildup + explosion ?
79 Gravity ?
80 Gravity 3 ?
81 Bio 3 ?
82 Haste ?
83 Petrify ?
-
The best way, I think, to accomplish this purpose would be to replace all 723 sound files in the game with spoken numbers and write down in what contact they are used in-game by playing throughout the whole game.
The list provided by ae2011 a couple of posts above are we saying this is accurate to go on or inaccurate?
-
I have an suggestion for you.
A SB Live! owner made a special FF7 soundfont years ago, but he mixed all SF2 files into one and changed instrument asignments, so you cant play the original MIDI files right and its useless outside of playing FF7 with his MIDIs.You could redo it for timidity++ users and convert it to a 8MB DLS version for users of the plain MS synth.
-
I can't extract the game sounds, even under virtual XP. Don't know what I'm doing wrong here. Maybe I'll try again when I have more time!
-
Hey guys, I apologize for the necroposting. But there is a tiny issue with the latest pack (FFVII-SFX_0.1.rar).
Seems Cosmo refused to replace the original 254 with 254-change clothes.wav (because it's probably compressed as 16-bit wav). Re-saving the file using ADPCM as mentioned in the first post solved the issue.
What I'm curious is, 284-bubbles2.wav seems to be encoded in 8-bit judging from the bitrate, and yet it still works in Cosmo.
-
I'm having problems creating my own sounds in a way that Cosmo recognizes. I've tried several different methods to convert files to the microsoft adpcm format for wav files, and even when I did figure out how to do this (through a third party program), cosmo still doesn't recognize them. I made the files mono and I have the right sample rate. The only thing I haven't figured out is a way to make the files 4-bit specifically, which may be part of the problem.
I have windows 7, but I can't find this "recorder" program referenced in the op. I have "sound recorder" under accessories, but that just records live audio from a mic. It doesn't have any other features from what I see, nothing for converting audio files.
Any help here?
EDIT: I found a solution through audacity for exporting sound files into the proper wav format. Here's what I did, if you're interested. Note: you'll need to download and install the ffmpeg libraries for audacity. At some point audacity will tell you to do it if you haven't already. Audacity gives straightforward directions and installing the libraries takes 2 seconds.
1. Import the sound file into audacity and do any editing you want.
2. Go to File --> Export
3. Pick Custom FFmpeg Export under the Save as tab.
4. Name the file whatever you want. Make sure the name ends with "wav."
5. Click Options. Choose wav for the format and adpcm_ms for the codec. I don't know if you need to touch the bit or sample rates, but to be safe, I set the bit rate at 177 (this is about average for the other wav sound files for the game) and the sample rate to 44100. Click OK.
6. Click Save. You should now have a cosmo/ffvii-compatible wave file.
-
Here is a all in one download link: http://www.mediafire.com/?3c2u745edjjkpgk
Case anyone doesn't wanna download a bunch of files/folders and sort through em :D
EDIT: 254- change clothes won't import for me.. Any ideas?
-
Just a warning about the new sound effects . . .
217-snoring.wav causes the game to crash when entering the cave with the sleeping man.
438-applause.wav causes the game to crash right at the beginning of the theater scene in the Gold Saucer.
I corrected both of the sounds using this technique:
Use Cosmo to export the original sound as .wav
Open the original sound in the sound editing software
Open the new sound in the sound editing software
Select and copy the entire new sound
Special Paste the new sound into the old sound, choosing to replace the original sound without altering the total length
Save the newly created sound as .wav
Use Cosmo to import the newly created sound
-
Is this project dead? because i loved it (still use the sounds you already have)
Is there documentation up? Sadly my VA was put on hold.. So i guess i'll need a new project to tinker with.
-
It would be nice to have the Super Saiyan Transformation sound effect for the Limit !! :D
-
It would be nice to have the Super Saiyan Transformation sound effect for the Limit !! :D
Heh that's a good idea ;D
-
I don't have the same sound recorder, it's just a Magnetophone under Seven System... :( i can't convert to Microsoft ADPCM
I think the "new_Cursor" sound effect is too low, i can't hear it in battle...
-
@Milo I just uploaded a video showing these off. I agree that the cursor and cancel sounds were a little low in volume, so I turned them up a tad. There is a link to the files in the video description: http://www.youtube.com/watch?v=0uD-2wyLROM
Also I found a program that can convert .wav files (or any files I think) to Microsoft ADPCM. It is called iPod Music Converter.
-
Maybe you missed the previous post, but two of those sounds will crash the game.
WARNING: These two sounds will crash the game!
217-snoring.wav causes the game to crash when entering the cave with the sleeping man.
438-applause.wav causes the game to crash right at the beginning of the theater scene in the Gold Saucer.
A SIMPLE FIX (http://forums.qhimm.com/index.php?topic=10237.msg171973#msg171973).
-
Right. I forgot to add that bit of info in my video description. I'll edit it and add the fix info in it. Thx PitBrat!
-
@Milo I just uploaded a video showing these off. I agree that the cursor and cancel sounds were a little low in volume, so I turned them up a tad. There is a link to the files in the video description: http://www.youtube.com/watch?v=0uD-2wyLROM
Also I found a program that can convert .wav files (or any files I think) to Microsoft ADPCM. It is called iPod Music Converter.
Yay, thanks guy :D
-
No problem at all. Enjoy :)
-
Found this awesome sites solely made just for game sound effects which i thing is much better than freesounds:
http://www.bfxr.net/
You can edit alot from the sounds like punch sound etc give the site a try (im a noob for this sound edits :P)
-
Hello there!
I tryed to follow the method to convert all the sfx sounds into the following files:
- audio.dat
- audio.fmt
But i can't (cosmo is working bad and SFXEdit is making some "0 octets" file)
Can anyone post the modded files "audio.dat" and "audio.fmt" please? It would be
better to try out this amazing mod.
thanks at all
-
i love ur project, n i wanna try it, but when i download the ficedula cosmo n use it, the ficedula.dll is missing. can u please re upload that file or send me email for that file ? thanks before
-
Again, see here > http://forums.qhimm.com/index.php?topic=12755.0
-
i have cosmo 95c and the dll but when i open it it show a few little boxes i expanded them it gives me no options to do anything i want to change my sfx
-
i have cosmo 95c and the dll but when i open it it show a few little boxes i expanded them it gives me no options to do anything i want to change my sfx
On the main cosmo window go to tools then audio editor. It will open a new window called FF7 Sound Utility. From here click the open button and navigate to your ff7/data/sound folder and open audio.fmt. then it will list all the sound effects in the game. They aren't titled so have fun finding stuff you want to change :wink:
-
On the main cosmo window go to tools then audio editor. It will open a new window called FF7 Sound Utility. From here click the open button and navigate to your ff7/data/sound folder and open audio.fmt. then it will list all the sound effects in the game. They aren't titled so have fun finding stuff you want to change :wink:
that the problem tho there is nothing there to open anything theres no open, tools or edit option its just blank
-
Ok, so when you open Cosmo up you can see a bunch of small windows but not the main window?
-
Ok, so when you open Cosmo up you can see a bunch of small windows but not the main window?
yeah thats it ive made them bigger and theres no options there
-
yeah thats it ive made them bigger and theres no options there
Ok. I think this has happened to me before. The main window you're looking for is likely open, but not visible on your desktop. Try this, http://www.howtogeek.com/howto/windows/bring-misplaced-off-screen-windows-back-to-your-desktop-keyboard-trick/
If that's not it, then i'm not sure how to fix it. But at least I tried ;D Good luck man!
-
Ok. I think this has happened to me before. The main window you're looking for is likely open, but not visible on your desktop. Try this, http://www.howtogeek.com/howto/windows/bring-misplaced-off-screen-windows-back-to-your-desktop-keyboard-trick/
If that's not it, then i'm not sure how to fix it. But at least I tried ;D Good luck man!
legend worked great thank alot
-
legend worked great thank alot
Awesome man! Glad it worked!! Have fun! 8-)
-
Just curious, has this project officially been abandoned?
-
Just curious, has this project officially been abandoned?
not as far as am concerned
-
not as far as am concerned
So you're working on the project now?
-
i will do the best i can ive been away for a while so it will be limited amount i will be doing
-
I am Currently picking up where this project left off,
one thing I am running into is sounds being to low. I am using AVS audio editor and turning the sound wav's all the way up but the in game they are still low...
any thoughts?