Author Topic: [WIP] New sound effects for FFVII  (Read 123086 times)

obesebear

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Re: [WIP] New sound effects for FFVII
« Reply #100 on: 2011-04-07 15:09:59 »

Tekkie.X

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Re: [WIP] New sound effects for FFVII
« Reply #101 on: 2011-04-07 15:18:08 »
To quote a phrase, "When it's done!"

yarLson

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Re: [WIP] New sound effects for FFVII
« Reply #102 on: 2011-04-08 00:46:14 »
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:

ThePreacher

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Re: [WIP] New sound effects for FFVII
« Reply #103 on: 2011-04-10 18:12:27 »
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!

yarLson

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Re: [WIP] New sound effects for FFVII
« Reply #104 on: 2011-04-11 01:15:16 »
sounds good, keep us posted on the result  :lol:

ae2011

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Re: [WIP] New sound effects for FFVII
« Reply #105 on: 2011-04-20 12:44:12 »
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.
« Last Edit: 2011-04-24 01:25:42 by ae2011 »

JayMarvels

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Re: [WIP] New sound effects for FFVII
« Reply #106 on: 2011-04-28 18:22:46 »
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?

ITCOMPTECH

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Re: [WIP] New sound effects for FFVII
« Reply #107 on: 2011-04-30 05:53:43 »
i am definatley interested in this project i can't wait to have clearer more modern sound effects in the game :-)

ae2011

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Re: [WIP] New sound effects for FFVII
« Reply #108 on: 2011-04-30 19:48:43 »
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!

JayMarvels

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Re: [WIP] New sound effects for FFVII
« Reply #109 on: 2011-04-30 21:45:24 »
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

JayMarvels

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Re: [WIP] New sound effects for FFVII
« Reply #110 on: 2011-05-01 14:06:16 »
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

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?

Marc

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Re: [WIP] New sound effects for FFVII
« Reply #111 on: 2011-05-01 18:08:21 »
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 ?
« Last Edit: 2011-05-01 18:58:54 by Marc »

JayMarvels

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Re: [WIP] New sound effects for FFVII
« Reply #112 on: 2011-05-01 18:22:46 »
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?


syntax error

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Re: [WIP] New sound effects for FFVII
« Reply #113 on: 2011-05-01 19:24:32 »
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.

ThePreacher

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Re: [WIP] New sound effects for FFVII
« Reply #114 on: 2011-05-09 18:05:11 »
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!

vAddicatedGamer

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Re: [WIP] New sound effects for FFVII
« Reply #115 on: 2011-07-12 21:27:55 »
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.

CGalaxy

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Re: [WIP] New sound effects for FFVII
« Reply #116 on: 2011-08-08 17:59:16 »
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.

« Last Edit: 2011-08-08 21:57:51 by CGalaxy »

Hellbringer616

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Re: [WIP] New sound effects for FFVII
« Reply #117 on: 2011-08-11 00:16:53 »
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?
« Last Edit: 2011-08-11 00:44:10 by Hellbringer616 »

PitBrat

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Re: [WIP] New sound effects for FFVII
« Reply #118 on: 2011-09-14 14:11:18 »
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
« Last Edit: 2011-11-02 03:15:00 by PitBrat »

Hellbringer616

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Re: [WIP] New sound effects for FFVII
« Reply #119 on: 2011-11-01 13:47:26 »
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.

Milo Leonhart

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Re: [WIP] New sound effects for FFVII
« Reply #120 on: 2011-11-01 19:11:20 »
It would be nice to have the Super Saiyan Transformation sound effect for the Limit !! :D
« Last Edit: 2011-11-01 20:07:30 by Milo Leonhart »

dkma841

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Re: [WIP] New sound effects for FFVII
« Reply #121 on: 2011-11-01 20:43:49 »
It would be nice to have the Super Saiyan Transformation sound effect for the Limit !! :D
Heh that's a good idea ;D

Milo Leonhart

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Re: [WIP] New sound effects for FFVII
« Reply #122 on: 2011-11-01 21:35:41 »
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...
« Last Edit: 2011-11-04 22:01:18 by Milo Leonhart »

KaidenJames

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Re: [WIP] New sound effects for FFVII
« Reply #123 on: 2011-11-14 16:45:50 »
@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.

PitBrat

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Re: [WIP] New sound effects for FFVII
« Reply #124 on: 2011-11-14 17:02:09 »
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.