Author Topic: new project  (Read 936 times)

Masakra

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new project
« on: 2012-03-27 02:55:34 »
Hi there. With new graphics, the game rejuvenated, but the sounds are horrible. So I decided to create new ones. For now five, but I have a few cool ideas. Obviously i have big problems with the location of specific sounds (cosmo gives only file numbers).
Tell me what you think about them. The default is: 15 rifle, 46 rifle miss, 62 poison, 12 Charge Spell, 10 thunder.
I can upload wav format if there is anyone willing.
Code: [Select]
http://motoba.wrzuta.pl/audio/9mk9wIKcMZl/sfx_ffvii     
                             

DLPB

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Re: new project
« Reply #1 on: 2012-03-27 03:09:33 »
Better off using sfxedit rather than cosmo.  Still numbers though because names do not exist for them in game.  They are just an ID.

Masakra

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Re: new project
« Reply #2 on: 2012-03-27 03:28:06 »
lol I think will stay at Cosmo, I hate programs without a GUI.

DLPB

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Re: new project
« Reply #3 on: 2012-03-27 03:50:57 »
It doesnt use command line well it does but you can choose to double click, select D to decode the E to encode.  It is that simple.

nunna

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Re: new project
« Reply #4 on: 2012-03-27 08:03:19 »
Hello,

i tryed "SFXEdit" but it sucks ( it create some "0 octets" file)
Anyone can send me some modified

audio.dat
audio.fmt

please? thanks

DLPB

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Re: new project
« Reply #5 on: 2012-03-27 10:30:46 »
hMM so it set your file size to 0 as well?  That was a bug from sfx 0.2....  did you use latest?  If so...  I will get on to him to correct that

Masakra

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Re: new project
« Reply #6 on: 2012-03-28 00:37:29 »
Hey DLPB. Can you give a link to the latest version because I have 0.2 and it creates a blank file.
Hey nunna. Try this version of cosmo for me it works well.

cosmo 0.9.5
http://www.mediafire.com/?q35uv2srfm1zwfl




xLostWingx

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Re: new project
« Reply #7 on: 2012-03-28 01:53:07 »
Didn't someone try something like this before?  I could be wrong, but look around and you might be able to save yourself some work.

Obesebear

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Re: new project
« Reply #8 on: 2012-03-28 03:04:06 »

nunna

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Re: new project
« Reply #9 on: 2012-03-28 08:28:22 »
thank you masakra, i gotta try it! :)

DLPB

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Re: new project
« Reply #10 on: 2012-03-28 09:22:05 »
made a mistake.  0.2 IS the latest.  And this still gives you blanks?  And does it still do it if you run the file from Drive C (not in any folders)
« Last Edit: 2012-03-28 09:25:16 by DLPB »

nunna

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Re: new project
« Reply #11 on: 2012-03-28 10:53:27 »
1) I am using COSMO 0.95c and when i try to open "sound.fmt" (Tools > audio editor > open ) : it doesn't open anything.

2) I can open this with SFXEdit 0.2  but i can't encode. (it gives me a blank file).
To encode, i put SFXedit.exe into the same folder which is contaning all the SFX files, i execute SFXedit.exe and i choice "e" to encode. but i got always the same problem.   :oops:

I gotta try at "C:\" folder and i'll post back soon :)

DLPB

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Re: new project
« Reply #12 on: 2012-03-28 10:57:00 »
and you are encoding the correct files?  The ones named by sfxedit from D decode?

nunna

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Re: new project
« Reply #13 on: 2012-03-28 12:16:20 »
I did the following steps:

- decoding audio.dat
  + i am getting the complete SFX list ( from   1.wav  to  7xx.wav  )
  + i put all of these SFX into  a folder ff7sfx
  + i've downloaded some new SFX sound, i copy these into the folder ff7sfx and do replace
  + i copy the software SFXEdit.exe into the ff7sfx folder
  + i launch SFXEdit.exe,  type "e" to encode and the ouput files are empty.
 :-D

Am i wrong when i am trying this?

DLPB

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Re: new project
« Reply #14 on: 2012-03-28 12:17:28 »
The file names need to be the same.  You can't dump any old file in there, the names have to match what sfxedit expects , are you doing that?

PitBrat

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Re: new project
« Reply #15 on: 2012-03-28 12:24:00 »
The game is very picky about the length and format of the sounds.
Make sure the length of the new sounds matches the old ones exactly.
Save the sounds in this format: Microsoft ADPCM, 44100 Khz, 4bits, Mono.

luksy

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Re: new project
« Reply #16 on: 2012-03-28 12:28:44 »
I did the following steps:

- decoding audio.dat
  + i am getting the complete SFX list ( from   1.wav  to  7xx.wav  )
  + i put all of these SFX into  a folder ff7sfx
  + i've downloaded some new SFX sound, i copy these into the folder ff7sfx and do replace
  + i copy the software SFXEdit.exe into the ff7sfx folder
  + i launch SFXEdit.exe,  type "e" to encode and the ouput files are empty.
 :-D

Am i wrong when i am trying this?

Read the readme and be enlightened. Or alternatively don't and b*tch about it not working, I don't care.


nunna

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Re: new project
« Reply #17 on: 2012-03-28 12:39:42 »
Lusky, sorry about that you've developped a nice software.

But reading the documentation is the first thing i did.  You know, there is few things you can't do since you are working on a windows seven platform. Like encoding the SFX into Microsoft ADPCM by using the recording tool ( magnétophone in french). So i've downloaded some SFX Sounds threw this Forum ( the one shown on the BIG LIST POST )


- I've also renamed all the news SFX FILES before replacing and encoding.
Iam trying my best to make it work.

Thanks for your help.

luksy

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Re: new project
« Reply #18 on: 2012-03-28 12:44:00 »
Funny, you said it sucks earlier.

Hint: using the app in the same folder as the sfx won't do anything.

nunna

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Re: new project
« Reply #19 on: 2012-03-28 12:53:29 »
[OFF TOPIC]
Okay, i'am not here to make some peaple angry.
I think all the contributors of this forum doing a nice job. So sorry for what i said
[/off topic]

if you don't have to put SFXEdit into the same SFXs folder, how can you specify the files to encode? :o
Can we run SFXEdit in command line?

exemple:
-----------
c:/user/Desktop>  SFXedit.exe e "folderNameWithSfxFiles"     ?



nunna

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Re: new project
« Reply #20 on: 2012-03-28 15:10:15 »
Oh guys, i think i know what is my problem:

In the README it's written:
All 750 sfx must be present in the folder, otherwise the resulting .fmt and .dat files
   will be incomplete. Empty sfx are represented by an empty .wav file.


But i can only extract 743 WAV files.. the rest is missing.. if anyone got an idea



« Last Edit: 2012-03-28 15:22:03 by nunna »

DLPB

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Re: new project
« Reply #21 on: 2012-03-28 16:12:02 »
hmm..  I'd assume that all the different versions of the game use same number of files.  Check with a CLEAN effects.dat

nunna

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Re: new project
« Reply #22 on: 2012-03-28 16:58:41 »
Ok i got some news,

when i decode the audio files (original files) i got all the ".wav" files into the created foler (/files)
- I try to encode before doing any change ( and it work, i can re-encode the original SFX)


If i change just one file ( exemple with fire: "9.wav" ) i try to encode again and i get the following error:

/!\ FATAL ERROR : data string not found



Well let's compare the two different files with GSPOT.
(they are both 44100Hz, 4 bits .. the only thing different is the bitrate)



zzZZZZzz... bored

PitBrat

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Re: new project
« Reply #23 on: 2012-03-28 20:08:23 »
Sometimes the game is super picky about certain sounds.
For a couple sounds I had to load the original, silence it completely and then copy and paste the new sound into the old one before saving.
Even though the format of the new sound matched exactly, it would crash the game until I used the above method.

nunna

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Re: new project
« Reply #24 on: 2012-03-28 21:32:20 »
Sure it is very picky. Some peaple of the community have sent me the audio files.
Thanks to everybody for your help

 ;D