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SubDrag
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Joined: 16 Aug 2006
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 PostPosted: Sat Sep 27, 2008 11:19 am    Post subject: Reply with quote Back to top

I would love to include it! Thanks for a links. That's a definite start for sure, but I'm not sure it's enough to convert new files into GE format. That just seemed to change the pointer to one sound file to another's pointer.

I would love some help here too...
 
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SubDrag
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 PostPosted: Sat Sep 27, 2008 11:23 am    Post subject: Reply with quote Back to top

Also, that sound bank explorer doesn't seem to work with GE. Does it for you?
 
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radorn
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Joined: 23 Sep 2007
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 PostPosted: Sat Sep 27, 2008 1:09 pm    Post subject: Reply with quote Back to top

SubDrag wrote:
Also, that sound bank explorer doesn't seem to work with GE. Does it for you?


Somewhat, but it seems to require more work

You have to use one of the tools first to extract the ctl+tbl files that are then loaded into the other program.
The trick is you have to play arround with the offset setting in the lower right corner. arround -500 (add or sustract until it sounds right) seems to be the right value to make it sound correct while also removing the garbage at both the start and end of the sample. Tweaking and double checking might be needed to find the exact values

SRIP looks like it's more straight forward but also simpler and hides the details, details that might be of help to someone that knows what to do with them. That's not me, unfortunatelly.

Anyway. With the samples srip extracted for me, and after browsing through and adjusting samplerates, I compiled this little misc collection of sounds.

Has the main ones and some favourites (think "streets", if you know what I mean Very Happy)

http://www.xente.mundo-r.com/radorn/samples.zip

samplerates seem to be like this in most cases
16000 for most shots and weapon sounds
11025 (1/4 of 441000) for most "voice" samples and "ambient" sounds
8000 and 22050 are also used

Also, I didn't remember I had this there but... here, a meaningless collection of pictures I took with my shortlived AR before it died:

http://www.xente.mundo-r.com/radorn/n64_img.zip

EDIT: Now that I'm reviewing the pics I made... I hope nobody feels offended by a handful shots from pilotwings I took while doing something stupid with the gyrocopter... Embarassed
 
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Goldroger
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Joined: 10 Aug 2007
Posts: 32
Location: Ohnastetten, Deutschland

 PostPosted: Sat Sep 27, 2008 3:53 pm    Post subject: Reply with quote Back to top

Too bad, there is no source code for srip (at least I didn't find one). Aren't all N64 games the same regarding the sound formats and maybe even the location on the rom? Maybe the documents about the N64 DEVKIT would help you gather some information.
 
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SubDrag
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 PostPosted: Sat Sep 27, 2008 6:44 pm    Post subject: Reply with quote Back to top

If you can find a relevant sound one please let me know. I'm sure it would help.
 
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radorn
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Joined: 23 Sep 2007
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 PostPosted: Sun Sep 28, 2008 2:11 pm    Post subject: Reply with quote Back to top

Docs could probably help understanding the ctl+tbl "files", as programmers would need to understand how to access them -even if it would be through a library- to design their sound systems if they wanted to use these, but then there's the vadpcm encoding part, which it's bound not to be documented since nintendo would only need to hand out a working encoder and documentation on how to use it. Details on how the encoding is done would be innecessary. Even explaining how to decode would be kind of superfluous as developpers would have a library ready for that included in the devkit.

Anyway, I'm trying to reach the coders of both SRip and the SLExtractor+SBExplorer set of apps in hopes that they are 1) still reachable by the contact info I could find 2) willing to help and 3) ABLE to help.
 
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