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Miscellaneous Forums => Scripting and Reverse Engineering => Topic started by: Sega Chief on 2015-05-20 15:31:04

Title: FF7 Sound Effects
Post by: Sega Chief on 2015-05-20 15:31:04
I recently found Luksy's sfx tool, and I was interested in finding out about what limitations to keep in mind when replacing sound effects; for instance, is there a limit on how long the sound effect can be, which audio channels it uses, etc? I'm thinking about replacing the uncommon/rare ones for use as Ambient (rain fall, for instance).
Title: Re: FF7 Sound Effects
Post by: Kaldarasha on 2015-05-20 17:36:23
I recently found Luksy's sfx tool, and I was interested in finding out about what limitations to keep in mind when replacing sound effects; for instance, is there a limit on how long the sound effect can be, which audio channels it uses, etc? I'm thinking about replacing the uncommon/rare ones for use as Ambient (rain fall, for instance).

Check the Ultrasound thread:http://forums.qhimm.com/index.php?topic=15342.msg220894#msg220894
Title: Re: FF7 Sound Effects
Post by: Shard on 2015-05-20 17:40:18
Don't bother with ambient sound effects. Ultrasound lets you do those without adding/replacing anything in the ff7 files.

As far as the engine support, keep the playback rate at 44100hz or half. The engine might not play anything higher. You also have to ensure your sounds are encoded into microsoft 4 bit ADPCM. That's the only format the game will play (I think). There shouldn't be a length limitation.
Title: Re: FF7 Sound Effects
Post by: Sega Chief on 2015-05-20 18:11:44
Okay-doke; thanks, folks.