Author Topic: [FF9]2016 release  (Read 29426 times)

Fraggoso

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Re: [FF9]2016 release
« Reply #150 on: 2017-03-11 14:35:34 »
okay, you know what, shut yo  f*ckin' ass up right now. This f*cker on my kill list now.
This international  f*cker want's the audio to remain the same, then so be it. Enjoy the disgusting sandstorm sfx and dwell you're f*cking backgrounds mod.
I'm NOT the one!

Now I know why no one replys to you if you write stuff like this.
Replacing audio is not as easy as you maybe thought so maybe it would be better for you to just let it be.

@Meru Sorry I involved you into that. It's a shame someone like him posting this.

the_randomizer85

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Re: [FF9]2016 release
« Reply #151 on: 2017-03-11 14:49:32 »
Will you two stop your effing bickering already?

Vgr

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Re: [FF9]2016 release
« Reply #152 on: 2017-03-11 15:32:53 »
Moderated. Please move on, thank you. -Vgr

Albeoris

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Re: [FF9]2016 release
« Reply #153 on: 2017-03-13 22:55:59 »
The first attempt to replace sound.

Extraneous squeak in the background.
Stop when changing the scene.

https://youtu.be/uhZwAr--5u8

---
Update:
Well, now I can stream raw ogg-files.
But need to rewrite a sound engine.
Also I think that sound effects should be kept in memory, not streamed.
Will see what I can do.
---
Update:
Some info about AKB2 header:
https://i.imgur.com/GnAzWBP.png
« Last Edit: 2017-03-14 22:56:41 by Albeoris »

Albeoris

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Re: [FF9]2016 release
« Reply #154 on: 2017-03-15 00:35:31 »
---
Update:
Now I can load external .ogg files and make AKB2 header with LoopStart and LoopEnd tags.
Tomorrow I will try to research about 3 unknown and 4 optional entries.

the_randomizer85

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Re: [FF9]2016 release
« Reply #155 on: 2017-03-15 01:05:37 »
---
Update:
Now I can load external .ogg files and make AKB2 header with LoopStart and LoopEnd tags.
Tomorrow I will try to research about 3 unknown and 4 optional entries.

Oh wow, still, I can't help but wonder why Silicon Studios seemingly obfuscated or made the format so unorthodox. I hate when game developers do that.

Fraggoso

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Re: [FF9]2016 release
« Reply #156 on: 2017-03-15 05:15:58 »
Hey Al here's information regarding the AKB header:
http://steamcommunity.com/app/377840/discussions/0/133258593389989239/?ctp=5

Admiral Hyouta Curtiss has gone trough all infos as far as I can see.

Albeoris

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Re: [FF9]2016 release
« Reply #157 on: 2017-03-15 08:23:29 »
Oh, nice! Thank you very much! :)

Fraggoso

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Re: [FF9]2016 release
« Reply #158 on: 2017-03-15 08:27:53 »
Oh wow, still, I can't help but wonder why Silicon Studios seemingly obfuscated or made the format so unorthodox. I hate when game developers do that.

That is pretty common in game development.

Albeoris

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Re: [FF9]2016 release
« Reply #159 on: 2017-03-16 15:58:28 »
There is debug room! :)
https://i.imgur.com/auAkpFj.png

Fraggoso

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Re: [FF9]2016 release
« Reply #160 on: 2017-03-16 16:02:04 »
Nice ^_^
What can be done with it or is it music only? ^^

Albeoris

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Re: [FF9]2016 release
« Reply #161 on: 2017-03-16 18:28:37 »
Memoria was updated:
https://yadi.sk/d/QbZQdNqHvJBSe

Export audio:
1. Change the Memoria.ini:
Code: [Select]
[Export]
Enabled=1
Path=%StreamingAssets%
Audio=1
2. Run the game.
3. Wait for title disapear.
4. Quit.
5. Files will be in the folder: \FINAL FANTASY IX\StreamingAssets\Sounds
Don't forget to disable Export in the Memoria.ini

Import audio:
1. Change the Memoria.ini:
Code: [Select]
[Import]
Enabled=1
Path=%StreamingAssets%
Audio=1
2. Replace an original OGG files by our own.
3. Run the game.
AKB files (without extension) will be refreshed if you change .ogg. You can distribute .ogg or AKB.
If you hear extraneous squeak in the background try to use a different ogg/vorbis codec or use this patch:
https://steamcommunity.com/app/377840/discussions/0/353916838206972073/ (for x64 version, will be included in the next version)
You can specify "LoopStart" and "LoopEnd" tags in the comment section of OGG file.
If "LoopEnd" not specified for a "Music" audio file it was by set to the last sample.

Sound debug room:
Press Alt+Shift+Ctrl+S in the game.
You can lost an unsaved game progress!

---
Update:
Patched SdLib.dll for x86 version: https://yadi.sk/d/zOghW1pF3G2DLz

---
How to:
https://youtu.be/3Mw9JZzXqog
« Last Edit: 2017-03-16 19:43:26 by Albeoris »

dclem

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Re: [FF9]2016 release
« Reply #162 on: 2017-03-16 22:43:27 »
While it works flawlessly, one problem though. When replacing sfxs, some plays in game at high pitches differently then they are replaced.
I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.

At least with the Sound debug room I was able to identify a lot of spell sfxs and some environmental sfxs. And even though it still botched, I can work some magic and replace it all.

I would most likely silence the split parts of the spell sfxs and only have the "main" part play the original sfx.

I love the Memoria mod, I wish it were compatible with Hades Workshop though.
« Last Edit: 2017-03-17 05:39:00 by dclem »

Albeoris

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Re: [FF9]2016 release
« Reply #163 on: 2017-03-17 14:43:38 »
I see when I replace the audio at both 48000 hz or 44100 hz, it doesn't sound pitchy. Undefined reason for sfxs.
Are you use a new SdLib.dll from the link above?
Use only 44100hz, it hardcoded in the SdLib.dll. If you want use 48000 hz, you need to change this value in SdLib.dll (for x86 and x64 platforms) and use only 48000 hz for all sound effects.

dclem

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Re: [FF9]2016 release
« Reply #164 on: 2017-03-17 18:21:06 »
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:

https://www.youtube.com/watch?v=wmKmWQKjAGY

Part 2:

https://www.youtube.com/watch?v=DqfS-2T0IeM

Part 3:

https://www.youtube.com/watch?v=SIrliXy96TQ

Part 4: The sandstorm fix

https://www.youtube.com/watch?v=EHFIDGwAicw


the_randomizer85

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Re: [FF9]2016 release
« Reply #165 on: 2017-03-17 22:07:03 »
Got it fixed!
And now thanks to you, Albeoris, the work can flourish now.
I've made significant progress in getting the original sfxs back in the game; even fixing the dreadful sandstorm sfx.
I also used some of Final Fantasy XII's sfxs I had laying around for testing only, (its the cure spells, Esuna, remedy, potion, menu sounds, etc.)
but definitely with the Sound debug room, I was able to identify the common "botched", and horribly sounding sfxs made by Silicon Studios.

It took, OMG, I got a headache, long time to get these sfxs replaced. And there's bit more. Some of which, surprisingly haven't changed, so that's good on me. I had a productive day so, I got a fat chunk taken care of. Thank god.
Now, I'm gonna take a nap. I'm worn out!

On the side note, I got perfect loops in replacing tons of music files. So I know it works now.

Oh yeah, here's the progress:

Part 1:

https://www.youtube.com/watch?v=wmKmWQKjAGY

Part 2:

https://www.youtube.com/watch?v=DqfS-2T0IeM

Part 3:

https://www.youtube.com/watch?v=SIrliXy96TQ

Part 4: The sandstorm fix

https://www.youtube.com/watch?v=EHFIDGwAicw




Holy crap, this is amazing, seeing proper sound effects, thank you guys for your hard work so far :D

dclem

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Re: [FF9]2016 release
« Reply #166 on: 2017-03-18 00:49:02 »
So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.
« Last Edit: 2017-03-18 00:56:55 by dclem »

the_randomizer85

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Re: [FF9]2016 release
« Reply #167 on: 2017-03-18 01:28:34 »
So, looks like I was knocked out for like 12 hours, after being up for 13 dedicated to getting this fixed. >.<
Okay, more fixes. And when its finished, its easy install too. Just replace the p0data61-3.bin files and you're good to go.
No interfering with Hades Workshop, Memoria, or the HD background Mod!

Thing is, I noticed, all the common sfxs were split into 3 or 4 parts, so, all I really had to do was replace all three parts with the original sfx, and voila. The squeak is gone. I could tell this is was right step, when Bio - multiple targets sfxs didn't sound like "wobbly" cartoony noise. (Seen in video part 2 - time: 1:22).

Someone said this, and I agree, reason for the sfxs being split was cause of the speed booster; playing at different frames.
And, instead of using the original, they recorded freshly "new" sfxs for that reason; which is horrible in the end result, clearly.

Yeah, they really could've put more effort into it, had Square Enix worked on it, they would've gotten it right; SE games typically have correctly implemented sound effects, even if the reverb is missing in FF7 and FF8. Keep up the good work.

dclem

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Re: [FF9]2016 release
« Reply #168 on: 2017-03-18 01:46:51 »
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.

the_randomizer85

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Re: [FF9]2016 release
« Reply #169 on: 2017-03-18 03:10:46 »
Yeah, I can't believe Square Enix allowed them to even release such shoddy work; if anything.

But you guys have done amazing work to undo their shoddy work, that's the important thing. I can't even enjoy the port with the sound being so FUBAR. Take as much time as you guys need :P

dclem

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Re: [FF9]2016 release
« Reply #170 on: 2017-03-18 13:52:27 »

the_randomizer85

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Re: [FF9]2016 release
« Reply #171 on: 2017-03-18 14:50:24 »

Albeoris

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Re: [FF9]2016 release
« Reply #172 on: 2017-04-08 07:36:58 »
dclem
Can you share your table of music and sound?
Original name -> Friendly name?

dclem

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Re: [FF9]2016 release
« Reply #173 on: 2017-04-08 09:44:48 »
table?
i don't know what you mean.

Albeoris

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Re: [FF9]2016 release
« Reply #174 on: 2017-04-12 07:54:26 »
\Sounds\Sounds01\BGM_\music033 => Title Music

etc.