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Demarest
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#1

Posted 06 February 2004 - 04:23 PM Edited by Ben, 27 May 2006 - 01:31 AM.

Audio


This is the thread for all audio discussion and releases.

Here's how you convert the radio stations. You do not need to convert the GTA3 radio stations AT ALL to hear them in GTA:LC. You can leave them as waves, or you can convert them to mp3 to save hard drive space, the choice is yours.

To do this, open up the gta-lc.ini file in Notepad. The beginning should look like this:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
25=AUDIOLC\COMopen.wav
26=AUDIOLC\SUBopen.wav
27=AUDIOLC\BET.MP3

And so on. To get the GTA3 radio stations, you need to make sure that the radio stations from the GTA3 CD are in the audioLC folder with their original names. If you change them to mp3s or move them somewhere else you have to change this to match your settings. But if you simply copy the files from your CD to your audioLC folder, this is what the beginning of your gta-lc.ini should look like.
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
0=AUDIOLC\head.wav
1=AUDIOLC\class.wav
2=AUDIOLC\kjah.wav
3=AUDIOLC\rise.wav
4=AUDIOLC\lips.wav
5=AUDIOLC\game.wav
6=AUDIOLC\msx.wav
7=AUDIOLC\flash.wav
8=AUDIOLC\chat.wav
25=AUDIOLC\COMopen.wav
26=AUDIOLC\SUBopen.wav
27=AUDIOLC\BET.MP3

That should give you GTA3 radio stations, enjoy.

For more information, see Craig's post directly below this one wink.gif .

--------------------------------------------------------------------------


All audio updates are linked to throughout this topic are covered by the Beta2 v5b installer.

However, updates released since then can be found in the following places:
Here - thanks Ben
Here - thanks Ben
Here - thanks spaceeinstein
Here - thanks spaceeinstein

Also note that Hammer83's Audio Blanking Tool is to be included with the Beta2 v6 installer - this tool blanks out all unused VC audio in your LC\Audio folder.

Craig Kostelecky
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#2

Posted 07 February 2004 - 09:07 AM Edited by Craig Kostelecky, 09 May 2005 - 03:42 AM.

There are a lot of problems that can occur if the audio files are not properly copied. Here's how you find and fix audio problems like that. First, go into the Launcher's interface. The easiest way to do this is by clicking on the Show Config shortcut. If that doesn't work then open up the gta-lc.ini file. The first few lines should look like this:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0

[WavePath]
16=AUDIOLC\S1_PF.MP3
Change that to this and save the file:
CODE
[Exe]
Path=.\gta-vc.exe
Version=10
ChangeTaskBar=0
showconfig=1

[WavePath]
16=AUDIOLC\S1_PF.MP3
Then click on the gta-lc.exe file and this window should come up.
user posted image
Click on advanced and then go to the audio tab.
user posted image
Click on the Verify Paths button. It'll tell you what file(s) are missing. If a file is missing, make sure you put it where it's supposed to be. Once you get this message, you should be good to go.
user posted image
You may also not have the latest ini file. You can grab that (along with the newest code file) here.

If all of that doesn't work, let me know (and provide specific details)

Outback
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#3

Posted 07 February 2004 - 09:17 AM Edited by [4D]Outback, 07 February 2004 - 09:35 AM.

Easy. GTA3 file is Police.wav, VC file is Police.mp3

Converts the same way as the other radio stations, except for the ADF part.

EDIT. Since killer.ip is doing a full tutorial, I'm just going to a C&P of what's already been posted.

QUOTE (Aztlan)
copy the radio stations from the gta3 cd to a folder, once you done that use this wave to mp3 converter

http://download.com....0-10249519.html

once you done that use the mp3 to adf converter by Raptor
is found in this page, is called
"ADF converter"
http://www.gtagaming.com/mods/tools

and finally copy the radio stations to the audio folder
make sure the names match those in the folder


And the file list.

CODE
Old           New
Filename      Filename    

head.wav   -> wild.adf    
class.wav  -> flash.adf  
kjah.wav   -> kchat.adf    
rise.wav   -> fever.adf  
lips.wav   -> vrock.adf    
game.wav   -> vcpr.adf    
msx.wav    -> espant.adf
flash.wav  -> emotion.adf  
chat.wav   -> wave.adf

NOTE: THIS FILE IS NOT ADF
police.wav -> police.mp3

Craig Kostelecky
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#4

Posted 07 February 2004 - 09:35 AM

Ahh. I didn't realize I had to look on the CD for the file. I thought I had to export from sfx.raw. This is much easier.

Outback
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#5

Posted 07 February 2004 - 09:45 AM

Just to clarify, Police.wav/mp3 is the police radio you hear while in a police vehicle, NOT the one you hear when you're Wanted.

killer.ip
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#6

Posted 07 February 2004 - 04:33 PM

As far as I know the Wanted audio files are a new addition to the VC engine, they don't have an equivalent with GTA3 and as such there is nothing to transfer over.

A simple way of removing them would be to track down exactly which files are being played when you have a wanted level, and replace them with edited files that contain null data... they'd still be played, but there would be no audio.

Thanks for posting Aztlan's tutorial Outback, it's held us in good stead since early December. A more detailed version will be available in the release documentation. I've also been in touch with RAPTOR and obtained permission to host his ADF Converter personally, so at some point we'll be able to dispense with the link to GTAGaming. smile.gif

ModelingMan
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#7

Posted 07 February 2004 - 09:00 PM

I know the GTA3 wanted level audio is seperated into different files in the sfx.raw like:

we got a....
theres a....
respond to a....
10
11
50
55
80
81
65
9
29
and so on......

I don't know about the VC wanted levels though.

ghost of delete key
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#8

Posted 07 February 2004 - 11:16 PM

All the Police audio clips are

sfx00179
thru
sfx00265

and include the radio static, numbers, colors, location names, vehicle descriptions, etc.

The sfx.raw clips are for when you are wanted, and when you're driving the police car. Police.mp3 is the radio banter you hear when you are on a vigilante mission.

killer.ip
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#9

Posted 08 February 2004 - 01:43 AM

Thanks for the new information guys, just taken a look and GTA3's wanted audio files run from sfx00188 to sfx00279. There's 5 more than for VC, and even if there weren't there'd be no guarantee they'd make any sense if ported over then played back.

If it's coded into the SCM there's a possibility one of the resident coders will understand how to reference one with the other -> code to the audio. Possibly even transplant the chunk of data governing this effect over... if at all possible. dontgetit.gif

Demarest
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#10

Posted 08 February 2004 - 08:31 AM

No, it's not dictated by the code. However, it probably is governed by the ZONs or whatever file causes "Redlight District" to appear on screen as you enter that area. That's what probably tells the dispatch to say "redlight district" and so on if that makes sense.

Outback
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#11

Posted 08 February 2004 - 09:05 AM

Dem, that makes perfect sense, siince GTA3 has 5 more zones than VC, IIRC.

ModelingMan
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#12

Posted 08 February 2004 - 09:11 AM

Said By Demarest:
QUOTE
...However, it probably is governed by the ZONs or whatever file causes "Redlight District" to appear on screen as you enter that area...


What you're refering to is the MAP.ZON file, which has the zone numbers and coordinates:

CODE
zone
#Zone01, 3, -2152.45, -1162.06, -133.012, -352.454, 2137.94, 466.988, 3
Zone01, 3, -2152.45, -1162.06, -133.012, -352.454, 1000.94, 466.988, 3
Zone02, 3, -2152.45, -1952.06, -133.012, -532.454, -1162.06, 466.988, 3
Zone03, 3, -534.443, -2136.97, -133.012, 695.557, -1156.97, 466.988, 2
Zone04, 3, -364.007, -1156.97, -133.012, 645.993, -866.971, 466.988, 2
Zone05, 3, -361.448, -866.711, -133.012, 688.552, 13.2891, 466.988, 2
Zone06, 3, -269.862, 13.2891, -133.012, 680.138, 43.2891, 466.988, 2
Zone07, 3, -234.246, 43.8175, -133.012, 685.754, 73.8175, 466.988, 2
Zone08, 3, -208.805, 74.3461, -133.012, 681.195, 104.346, 466.988, 2
Zone09, 3, -173.189, 104.875, -133.012, 636.811, 144.875, 466.988, 2
Zone10, 3, -137.572, 145.579, -133.012, 632.428, 205.579, 466.988, 2
Zone11, 3, -49.8334, 205.518, -133.012, 630.167, 335.518, 466.988, 2
Zone12, 3, 640.905, 104.875, -133.012, 1900.91, 784.875, 466.988, 1
Zone13, 3, 691.786, -1875.13, -133.012, 1901.79, 104.875, 466.988, 1
Zone14, 3, 651.081, -1156.95, -133.012, 711.081, -866.95, 466.988, 1
#Zone15, 3, -360.31, 358.038, -133.012, 239.69, 2178.04, 466.988, 3
Zone15, 3, -360.31, 358.038, -133.012, 239.69, 1000.04, 466.988, 3
#Zone16, 3, 249.123, 1122.49, -133.012, 919.123, 2222.49, 466.988, 3
Zone17, 3, -359.7, 13.1446, -133.012, -269.7, 203.145, 466.988, 3
Zone18, 3, -269.7, 43.8175, -133.012, -234.246, 203.145, 466.988, 3
Zone19, 3, -234.246, 74.3461, -95.5116, -208.805, 203.145, 429.488, 3
Zone20, 3, -208.805, 104.875, -133.012, -173.189, 203.145, 466.988, 3
Zone21, 3, -173.189, 145.579, -133.012, -137.572, 203.145, 466.988, 3
Zone22, 3, -360.168, 203.439, -133.012, -50.1679, 358.439, 466.988, 3
end

killer.ip
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#13

Posted 08 February 2004 - 03:49 PM Edited by killer.ip, 08 February 2004 - 04:11 PM.

Sorry guys, that's not what I was getting at. Take your sfx.raw and have a listen to a couple of the clips listed above. You'll notice that each file does not provide a complete sentence, to me it sounds like gta takes several of these individual files and joins them up to make a coherent one. So unless the order of audio clips is exactly the same between VC & GTA3 there's going to be a need for a heap of research... otherwise the sentence's produced would be complete gibberish. confused.gif

I know about the navig.zon, Knux was working on that and found he ran out of space to complete the references to GTA3's place names. To be honest I'd prefer an incomplete ZON to the virtually blank one we're currently using, but that's an issue in it's own right.

The audio was always going to be a tough problem to crack anyway as there's no chance we'd be distributing a pre-compiled sfx.raw with the mod. If this idea does get to see the light of day it's going to have to take the form of a conversion guide and steady nerves in the case of the end-user.

Demarest
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#14

Posted 08 February 2004 - 05:10 PM

Unless of course we can provide a tool that will prompt you for the directory of LC and GTA3 and then do the extraction and swap by itself. Not sure how possible that is; I'm no tooler.

ghost of delete key
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#15

Posted 08 February 2004 - 07:55 PM

First, a correction: I had previously said in error,
QUOTE
The sfx.raw clips are for when you are wanted, and when you're driving the police car. Police.mp3 is the radio banter you hear when you are on a vigilante mission.

when what I meant to say was :

The sfx.raw clips are for when you are wanted.
Police.mp3 is the radio banter you hear when you are driving the police car (and for vigilante missions). heh, sorry... blush.gif

I believe you are all correct in deducing that the radio messages are strung together by zone, etc... however, looking through the the main.scm, I dont see anything that puts the clips together in a coherent fashion, which leads me to believe that the actual messages are stored in tables in the .exe cry.gif In main.scm, sounds seem only to be referenced by variables.

PineCreek-Skidz
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#16

Posted 09 February 2004 - 12:37 AM

So I suppose the sfx.INF file stores all the information of how the sound should be played and kind of acts as an array for the game to look at, then the sounds are triggered through the EXE when needed.

I ripped out the old Hex editor to see if I could find any entries that had sfx00179 in it and I also just searched up sfx. There was a lot of entries that had sfx_01 and others that referred to the SFX.RAW but none referred specifically to the sfx files in the RAW file.
I dont know what else to check, does anyone know what the sfx.SDT is for?

Outback
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#17

Posted 09 February 2004 - 12:42 AM

Where is this SFX.INF located? I can't seem to find one in my folders. notify.gif

ModelingMan
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#18

Posted 09 February 2004 - 12:48 AM

QUOTE (PineCreek-Skidz @ Feb 9 2004, 00:37)
I dont know what else to check, does anyone know what the sfx.SDT is for?

the sfx.SDT file splits the sfx.RAW into sfx00001, sfx00002.... and so on.

PineCreek-Skidz
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#19

Posted 09 February 2004 - 12:48 AM Edited by PineCreek-Skidz, 09 February 2004 - 12:52 AM.

Its in the RAW file, ill just put it up for D/L so you can take a look.
sfx.inf

ModelingMan: Thanks for clearing that up smile.gif

ModelingMan
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#20

Posted 09 February 2004 - 12:52 AM

the sfx.INF is like a text version of the sfx.SDT

PineCreek-Skidz
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#21

Posted 09 February 2004 - 01:09 AM

but it tells the game if the sound loops, and also the volume.
CODE
; Each line consists of three parts: WAVfilename, unknown1, unknown2
;
; These parts are separated by tabulator signs. Inserting/removing text may corrupt this file.
;
; I recommend editing this file with notepad.
;
; If a wav file does not loop correctly try using 0 for unknown1 and -1 for unknown2.

ModelingMan
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#22

Posted 09 February 2004 - 01:40 AM Edited by ModelingMan, 09 February 2004 - 01:54 AM.

the exe uses the sfx.SDT:

CODE
005D5B84 6818546A00                      push                 SSZ006A5418_AUDIO_SFX_SDT


and theres the sfx.RAW

CODE
005D5BCE 6808546A00                      push                 SSZ006A5408_AUDIO_SFX_RAW


here is some more:

CODE
006A5480                                       SSZ006A5408_AUDIO_SFX_RAW:
006A5480 415544494F5C5346582E52415700                     db 'AUDIO\SFX.RAW',0

CODE
006A5418                                       SSZ006A5418_AUDIO_SFX_SDT:
006A5418 415544494F5C5346582E53445400                     db 'AUDIO\SFX.SDT',0


I found nothing of the sfx.INF.
I think the sfx.INF file is just to tell you the information in the sfx.SDT in text format.

PineCreek-Skidz
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#23

Posted 09 February 2004 - 02:01 AM

Im confused to why R* would include it, and in the RAW file even dontgetit.gif
And as the file is in the RAW file, the exe cant really refer to it becouse its not in open sight. Isnt it possible that the game automatically looks at that file when its exploring the RAW file?
The sfx.INF is in GTA3 as well.

ModelingMan
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#24

Posted 09 February 2004 - 02:07 AM

I don't have a sfx.INF in my GTAIII\Audio folder.
The sfx.INF is a text version of sfx.SDT

PineCreek-Skidz
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#25

Posted 09 February 2004 - 02:53 AM Edited by PineCreek-Skidz, 09 February 2004 - 02:54 AM.

Like GTAVC the sfx.INF is in the sfx.RAW folder in the gtaIII\audio folder.
I would also like to point out that the file is an

INF file
-A file that provides Program Setup with the information required to set up a device, such as a list of valid logical configurations for the device, the names of driver files associated with the device, and so on.
-Inf files can also be used for other configurations such file arrays.

Also, back in the GTA3 days there was a few sound mods that required the editing of the INF file. (I don’t know where I would find one, it was a year and a half ago.)

I'm not trying to be a know it all, its just the fact that its for one an INF file tells me that its for some sort of configurations. If it was a guide line for R* then they wouldn’t have given it the extension of an important file.

And if its just a copy of the SDT, why is the SDT so jumbled? Did R* decide to encrypt the file so we couldn’t see it and just leave another unencrypted file in the RAW file. I know this could be for the reason that VICE and GTA3 have to read the info from a properly formatted SDT, but because R* programmed the game they could have easily made the game read from something as basic as a dat file.

my two cents biggrin.gif
skidz

Outback
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#26

Posted 09 February 2004 - 03:04 AM

From what I can gather, is that the data in sfx.ini/sdt contain the offsets for the individual WAV files stored within, much like GTA3.DIR does for GTA3.IMG

I know there's standards for .RAW audio files, but I'm curious as to whether these follow the same architecture.

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#27

Posted 09 February 2004 - 03:22 AM

Wernt RAW files used in GTA1 and GTA2. Im curious as to how they worked in those games because they could be almost exactly the same.
I dont exactly know tho sad.gif

ModelingMan
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#28

Posted 10 February 2004 - 04:04 AM

Can someone tell me if the .ADF files are larger than mp3 files (128kb/s)

Craig Kostelecky
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#29

Posted 10 February 2004 - 04:21 AM Edited by CraigKostelecky, 10 February 2004 - 10:11 PM.

I think they're the same size.

Blunted1
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#30

Posted 22 February 2004 - 02:32 PM Edited by Blunted1, 22 February 2004 - 02:36 PM.

Yes they are definitly the same size.

I'm just wondering if any of the sounds have been transefered from gta3 to VC by anyone or if there is a conversion table that would tell me which files I can replace with which.

The police radio may be difficult if it depends on where you are and the game relating that information but it seems it would be fairly simple to switch files such as what the pedestrians say and such.

[EDIT]
Also, if the cars are going to be released soon, it would be a good idea to get started on the sounds the cars make. Figureing out which sfx file is for which car is probably going to be quite the task, but a table for both gat3 and VC cars and their sound files will probably be required confused.gif

If anyone knows which sound files go with which cars from gta3 or VC please feel free to start a table of what you know and others can add to that wink.gif
[EDIT]




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