I was just updating that thread, too.
You're on there too?
I use both Memoria and HW to fix the sounds here.
Memoria was first to have importable sounds compatibility (more stable still)
HW came second - and is more user friendly!
But both work great together.
>>What's this about '
download'??
I've already ripped all the sounds FFIX psx, I told you that already.
ripped. just like 12 and 4.
yet the ids before were inadequate.
missing "vrrrm" sound for reflected magic; spell animations id are linked to the sound ids missing.
same with chocobo's "crunchy" beak on forest grass sfx and choco's 'kweh!' when used Gysahl Green on the world map to call him.
the ids in steam are torn up; as they have a bunch of unused sounds stuffed in there as well, which makes it harder to identify which is actually used legitimately in game; starting with all the weapons sfxs.
They include some swings with some slashes. played alternatively; versus psx where it's a single playback one swing for miss, one slash for hit.
ID-72930 for Steiner's sword slash~psx if I remember right.
And for some longer spell animation like "Holy" the script forces a Sound Res pitch here because of the slower battle FPS happening when this spell is played; it's slower than the psx.
Spells just like Holy are:
All Quina's blue magic (dunny why, but it is)
Freya's jump+ jump spear:
[Trance-Start] and [Trance-End] these ones also had an extra sound for [Trance-End] need to be removed when replace with psx, or the [Trance-Start] sfx will play twice on the [Trance-End].
All the summons and Amarant's Chakra.
For these hefty amount of sfxs, I thought maybe game engine was pitching; but it seems like the script was instead; there was a file in resources.assets that handled some of those, I forgot the name; I'll see when i get back to the library.
These will ignore the Sdlib.dll sampling rate regardless.
It would be easier if a list of ids to go off of, but it's more having a good listening ear; and audio program to identify Silicon's garbled up sfxs embedded in FFIX PC.
It is ridiculous.
And it's not just needing to listen to sounds; (you couldn't do that anyways) more like: placement of 3 or more for sounds linked with same ID to reveal the sfx played in game.
ex:
Sound IDs: 2000180.akb.bytes
Sound IDs: 2000181.akb.bytes
Sound IDs: 2000182.akb.bytes
Sound IDs: 2000183.akb.bytes
Sound IDs: 2000184.akb.bytes
Sound IDs: 2000185.akb.bytes
Sound IDs: 2000186.akb.bytes
Sound IDs: 2000187.akb.bytes
Sound IDs: 2000188.akb.bytes
These are linked.
break;
Sound IDs start with: 2000190.akb.bytes and so on.
All of these make up the sfx: "Flare".
in PSX:
Sound ID:
430354 is "Flare".
Those IDs PSX weren't matching with steam's akb IDs.
To get the some of these specific sfxs like "Flare" and some Airship sfxs/ and the trolley car of the PSX sounds to play correctly in game, you must separate it the same way it is originally.
I didn't think I'd have to do that! But not doing that only made it play off key.
Luckily not all sounds are like this, but a lot are, and it's ridiculous, I know. It makes no sense it's done this way, but this is what Silicon did when they recreated their botched sounds. So
their sounds would play right.
Now, the PSX did random pitching itself too with some sounds starting with footsteps.
Had a series:
Sound IDs: 2713 "Concrete" footsteps 1 pitch 1
Sound IDs: 2715 "Concrete" footsteps 1 pitch 2
Sound IDs: 2724 "Concrete" footsteps normal
Sound IDs: 2737 "Concrete" footsteps 1 pitch 3
But it isn't botched.
*With the sound mod, there are two of them, the one with custom ones and one for vanilla version (without custom sfxs). That will come after I finish my first one.