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PD MP3s are PURE mp3!!!
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 PostPosted: Thu Dec 24, 2009 10:19 pm    Post subject: PD MP3s are PURE mp3!!! Reply with quote Back to top

This is incredible! I can't believe it worked.

Any file starting with A in PD file table is an mp3. You can inject a new mp3 in its place if we get the right type presumably! I've only saved them as MP3.
 
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 PostPosted: Thu Dec 24, 2009 10:21 pm    Post subject: Reply with quote Back to top

Here they are extracted:
http://www.battlefieldforever.com/hackers/priv/subdrag/pdmp3.rar
 
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 PostPosted: Thu Dec 24, 2009 11:21 pm    Post subject: Reply with quote Back to top

So this means that we may soon be able to completely replace whole lines of dialogue and other various sound effects with brand new audio? That's awesome. This could make future custom missions feel really authentic. It'll be interesting to hear what some people come up with, that's for sure. Great stuff, as always. Very Happy
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 PostPosted: Thu Dec 24, 2009 11:37 pm    Post subject: Reply with quote Back to top

Just need to encode with right codec then inject file as normal!
 
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 PostPosted: Thu Dec 24, 2009 11:50 pm    Post subject: Reply with quote Back to top

These files are all straight rips from the ROM, simply given a .mp3 extension? That's pretty cool. This must mean that audio modification is going to be a lot simpler in PD than it is for GE?
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 PostPosted: Thu Dec 24, 2009 11:52 pm    Post subject: Reply with quote Back to top

Yeah, seriously. That's all I did. On a whim I decided to try it and was blown away.

The PD first menu says some stuff about MP3, maybe we can use that
 
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 PostPosted: Fri Dec 25, 2009 12:00 am    Post subject: Reply with quote Back to top

Well, it was one hell of a good whim! Razz

Looks like the longest MP3 is of Dr. Caroll in Deep Sea: 0474Ap23_08_drM = 28 Seconds

Here's what it says on the certification page...

Uses Miles Sound System Copyright 1991-1999 RAD Game Tools Inc.*MPEG Layer-3 playback supplied with the Miles Sound System from*RAD Game Tools, Inc. MPEG Layer-3 audio compression technology*licensed by Fraunhofer IIS and THOMSON multimedia*
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 PostPosted: Fri Dec 25, 2009 4:58 am    Post subject: Reply with quote Back to top

great, subdrag. I'll try to get some info on these files on some specialized audio forums to see what kind of "profile" these mp3s have so we can choose a proper encoder with actual knowledge of what we are doing.

anyway, not all sounds in PD are mp3, nor are they all in the miles sound system format since it still has some "traditional" soundbanks in it (unless the miles sound system for the N64 integrates support for SGI sounbanks, which is quite plausible, but that still makes them untouchable for now).
Extracting sounbanks from PD with the available scene tools results in lots of musical instrument samples and even some voices (like the intercom calls in area 51's labs), so these are still not modifiable unless someone finds out how to make new soundbanks.

the miles sound system is an audio middleware available in many platforms, including n64 as it seems.
It provides with libraries for music playback, surround sound, realtime mp3 decoding, and nice stuff for devs like that.
Fraunhoffer and THOMPSON are just the holders of the copyright for the technologies involved in the MPEG 1 Layer-3 (commonly known as mp3) lossy audio compression. If you make some comercial product involving mp3 you have to pay them for licensing. That copyright notice doesn't help much, actually Wink

Rare seems to have chosen to develop a mixture of miles sound sytem with the traditional SGI libs for music an audio and possibly some extra code of their own to glue it all toghether (unless the MSS already provides with that).
 
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 PostPosted: Fri Dec 25, 2009 8:11 am    Post subject: Reply with quote Back to top

after this there will be requests also:

now we can have less annoying voice from Elvis, right?
Confused
Very Happy Twisted Evil
 
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 PostPosted: Fri Dec 25, 2009 11:25 am    Post subject: Reply with quote Back to top

It seems as though most of the sound effects (voices, gunshots, explosions, doors, etc.) are stored in an MP3 format within the PD file library. The library consists of 0x7DD (2013) files. Amongst these, you'll find: mission setups, combat simulator setups, level backgrounds, clipping, props, weapons, characters, hands, and even audio. It isn't in a designated soundbank, by the looks of it. GoldenEye had all of it's audio stored separately. It looks as though Rare decided to take another route with this one. The instruments (even including the intercom voices in Area 51) are stored differently, however.
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 PostPosted: Fri Dec 25, 2009 11:38 am    Post subject: Reply with quote Back to top

This post should be useful:
http://www.shootersforever.com/forums_message_boards/viewtopic.php?t=4206&highlight=sound

Two banks - one is mp3, other is instrument bank and ctl/tbl standard n64 library like GE.
 
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 PostPosted: Fri Dec 25, 2009 1:00 pm    Post subject: Reply with quote Back to top

Using an mp3 analyzer, looks to be mono 22050 hz, 24 kbps
 
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 PostPosted: Fri Dec 25, 2009 1:09 pm    Post subject: Reply with quote Back to top

GREAT NEWS!!!!


You can import mp3s AS IS!!! Use audacity, open mp3, set project rate to 22050 hz, change to mono top left, now export as mp3, click options, choose fixed rate, 24-bit, then Joint Stereo.
 
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 PostPosted: Fri Dec 25, 2009 1:18 pm    Post subject: Reply with quote Back to top

Here's a sample, choose air base:
http://www.battlefieldforever.com/hackers/priv/subdrag/perfectdarkairbaseintromp3change.xdelta
 
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 PostPosted: Fri Dec 25, 2009 1:43 pm    Post subject: Reply with quote Back to top

I'm still playing around with this myself. I downloaded Audacity and the lame_enc.dll file that is needed for exporting MP3's. Might take a bit to get used to the program.

Hehe, forget Trent...
It sounds like Ms. Winkybunion is a bigger threat to the president!

Something must still be off with these new sound files, though. All character dialogue following your replacement is muted. Maybe there needs to be something to tell the game the file has ended?
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