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Ben
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#271

Posted 30 May 2007 - 10:47 PM

I know wink.gif . It's good to see you are still floating around. Any SCM stuff you want to take care of? tounge.gif

Y_Less
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#272

Posted 30 May 2007 - 10:48 PM

Any SCM stuff TO take care of with MM floating about working his magic?

Ben
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#273

Posted 30 May 2007 - 10:52 PM

Heh, yeah fair enough. The SCM part of the checklist is still by far the biggest, so there might be something on there that'll catch your fancy. If you have the time, that is.

smile.gif

Craig Kostelecky
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#274

Posted 30 May 2007 - 10:58 PM

QUOTE (Y_Less @ May 30 2007, 17:48)
Any SCM stuff TO take care of with MM floating about working his magic?

His magic doesn't really work on the scm files though. He digs deep into that exe.

Wait a minute, there's too many led-bys posting at once. I must run away again! ph34r.gif

Y_Less
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#275

Posted 31 May 2007 - 12:15 AM

I thought he was recoding the SCM functions, meaning the old SCM should work more, hence less to fix from the SCM. and yeah, we need MM to post and the set is complete smile.gif .

Craig/Ben - get on IRC, I would come on some other IM system but it makes my PC crash sad.gif .

Ben
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#276

Posted 31 May 2007 - 03:27 AM

Yeah, he was doing that, but there seems to be a compatibility problem with one/some of the EXEs - I don't think it's been fixed yet. All I know is that he was working through the EXE part of the checklist - he hasn't gone into any real specifics (probably so as not to ruin the surprise tounge.gif ). And I haven't asked - it's easier to just let him work his magic in peace, rather than having me annoy him with questions and such wink.gif .

As for IM'ing - at the moment I don't really have the time. I've got exams for uni the week after next, so I'll be studying pretty hard next week. But my last exam is on the 19th of June I think - I'm on holidays for around 3 and a half weeks then, so I'll be able to jump on IRC or whatever then, as well as tackle some LC stuff too, hopefully.

smile.gif

ModelingMan
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#277

Posted 31 May 2007 - 10:47 AM

Hmm, the audio thread is being used for SCM talk, that's not right, you are led-bys, you should know better. sly.gif

But yeah, I'm gradually working through the "Broken OpCode" table, I'll try and get as much opcodes working as possible, although anything seems possible.

And on topic I'm also looking into the audio/SFX handling. All the normal sounds like speech, weapons, etc. are simple to change, but engine noise is more complex. You'll just have to wait and see what I can dig up.

In the upcoming version of IIItoVC I should have a HUD which very closely resembles III, and I shall also implement the code for changing the menu to III style, amongst other things. If there's anything that's a priority regarding the exe, just say and I shall get it done.

Ben
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#278

Posted 31 May 2007 - 10:33 PM

Sounds great icon14.gif .

In terms of priority - I don't think it matters a great deal. Getting the SFX-related stuff done would be great, and I'd really like to see the JB cutscene bug fixed if possible (it's probably the worst bug still in LC aside from Sayonara Salvatore), and I'm sure that people would like to see the replay function reactivated if possible. However, I understand that these are all pretty big issues that will require a bit of research and could be quite difficult, so I'll leave it up to you to decide what you do when wink.gif . Just as long as everything gets done in the end.

smile.gif

Ben
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#279

Posted 04 July 2007 - 01:37 AM

Alrightio. I've been working on fixing some SFX bugs, and on the PED dialogue as well. Unfortunately, converting the PED dialogue is turning out to be more fiddly than I thought, and I'm not sure I'm going to have enough time to do any of it, so I'll upload the SFX package as is and see what happens.

The vehicle SFX SHOULD now be final (hopefully). I've fixed the Toyz van SFX, so the only vehicles with issues now are those requiring EXE hacks to fix - that is, the RC Bandit and the vicechee.

A few other bugs I've figured out include:
  • The noise heard when you first load the menu - it now sounds like GTA3
  • The sniper and rocket launcher clicks for depleted ammo - I THINK they may have been overridden when the create_sound commands were all enabled, so this requires an EXE hack to fix
  • The hidden package pickup sound - this is still incorrect, but an EXE hack will fix it (I've noted this in this post - I couldn't swap the sound as it is shared with the checkpoint collection sound)
  • The info icon pickup/message box sound - this is now incorrect, as a result of me fixing the menu sound, but an EXE hack will fix it too (again, I've noted it in this post )
As for the PED dialogue, I've made some advances, but a fair bit of testing will be required before any conversions can be made. The entire LC SFX (so far) has been documented here , including the unconverted PED dialogue.

The following table must be completed before we can move on with the next stage of PED dialogue conversion (that will mean that everything documented in the post linked above will be converted - so there'll still be a fair bit left to convert):
GTA3 Model Name (ID#)LC SFX RangeGTA3 SFX Range
b_wom1 (54)
3542-3602
1492-1527
female03 (53)
3542-3602
?
fan_man1 (46)
3978-4051
1062-1081? (f_man1)
prostitute2 (24)
4052-4125
?
p_man2 (45)
4215-4312
?
b_wom2 (63)
4921-5002
?
b_man3 (64)
4921-5002
?
p_wom1 (32)
5192-5252
687-722
b_wom3 (44)
5192-5252
?
prostitute (43)
5324-5393
?
ct_man2 (61)
5580-5677
?
fan_man1 (53)
6439-6520
1062-1081? (f_man1)
b_wom2 (63)
6617-6708
?
b_man3 (64)
6617-6708
?
worker1 (62)
6617-6708
596-622? (white dock worker)
docker2 (29)
6776-6853
596-622? (white dock worker)
worker1 (62)
7633-7703
596-622? (white dock worker)
b_wom2 (63)
7857-7921
596-622? (white dock worker)

Basically, we need to know for sure which LC SFX range corresponds with which GTA3 SFX range.

The conversion process I'm using is the most logical I could think of:
  1. Using the descriptions in space's guide , match a VC SFX range to a model name
  2. Go to VC's default.ide and find the ID# for that particular model
  3. Go to LC's default.ide and find the model name for the corresponding ID#
  4. Go back to space's guide and find the model name/description and corresponding GTA3 SFX range
  5. When you have only one possible match, grab the SFX range you need from the GTA3 SFX and change the numbers so that they match the required range for LC (this can be fiddly - I generally use a BAT file)
  6. Document the conversion for reference - see my guide for how to set it out
I've included this here in case someone is feeling energetic and wants to try and figure out some of the PED dialogue.

I'll send the updated SFX package to MegaVovaN later today, and he'll probably have it online tomorrow.

smile.gif

PS - Does anyone know what the following GTA3 SFX ranges are exactly (as in, what model name - I can't find them mentioned in III's default.ide):
sfx02680 - sfx02735 = pros_xblack
sfx02736 - sfx02785 = pros_x

Any help would be appreciated.

Cowboy 666
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#280

Posted 30 August 2007 - 09:38 AM Edited by Cowboy 666, 30 August 2007 - 10:52 AM.

I'm back, but for now some official work as an audio specialist. I'm currently working an audio solution that contains the pedestrian dialogues from GTA III to GTA:LC (renamed to match correctly in the Vice City engine), which is now a test version, but more dialogue will coming soon.
This test pack will contain:

Criminal01 (done)
Male01 (done)
Male02 (working in progress)
Scum_Man (done)
FatMale02 (working in progress)
Female02 (sorry, I didn't find any audio file in the audio tool, don't know which is)

This pack will be done by tomorrow or Saturday.
After completing this, where can I release or upload this pack? Thanks anyway.

SteaVor
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#281

Posted 30 August 2007 - 07:08 PM

Cowboy, just upload it to a 1-Click file hoster (there are thousands of them out there, rapidshare, megaupload, you name it).
As soon as I get hold of it it will be uploaded to a permanent location.

Ben
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#282

Posted 31 August 2007 - 02:15 AM

QUOTE (Cowboy 666 @ Aug 30 2007, 19:38)
I'm back, but for now some official work as an audio specialist. I'm currently working an audio solution that contains the pedestrian dialogues from GTA III to GTA:LC (renamed to match correctly in the Vice City engine), which is now a test version, but more dialogue will coming soon.
This test pack will contain:

Criminal01 (done)
Male01 (done)
Male02 (working in progress)
Scum_Man (done)
FatMale02 (working in progress)
Female02 (sorry, I didn't find any audio file in the audio tool, don't know which is)

This pack will be done by tomorrow or Saturday.
After completing this, where can I release or upload this pack? Thanks anyway.

That was something I was planning to do, but never got around to finishing it. It's a pretty big job, so good luck with it smile.gif .

Also, in case you hadn't seen it yet, I've documented the entire LC SFX so far in this post . Hopefully it'll come in handy for you.

Cowboy 666
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#283

Posted 31 August 2007 - 09:57 AM

The pack is now completed, download here: http://rapidshare.co...BY_666.zip.html
Hope it all the sounds works.

And cheers to the GTA:LC Team! biggrin.gif

SteaVor
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#284

Posted 31 August 2007 - 06:15 PM

Cowboy_666's ped dialogue files can now be downloaded here. You can use Nullpointer's tools from the LC-SFX package to replace the sound files.

stef_92
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#285

Posted 03 September 2007 - 10:24 AM

The audio tools don't work on my PC! When I start the extracting of the sfx file the audio extractor crashes!

SteaVor
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#286

Posted 03 September 2007 - 03:53 PM

Make sure neither sfx.raw nor sfx.sdt have the read-only flag set. Make sure you're running this via an Administrator account as well.

Cowboy 666
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#287

Posted 06 September 2007 - 11:55 AM

I'm currently planning the second version of this audio solution (pedestrian dialogues from GTA III to GTA:LC) which I was released a days ago (previously done, uploaded and tested as well), so keep your eyes coming! (I'm currently busy because of the school)
The second version will include the following ped dialogues:
B_Man1
Cas_Wom
Const2
Criminal02
FatMale01
Female03
Hos_Man
Hos_Wom
Mod_Wom
Pimp
Scum_Wom
Stud_Man

This pack will be released about late September or October.

SteaVor
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#288

Posted 06 September 2007 - 12:59 PM

Wow, that's really great. Please take all the time you need. smile.gif

Ben
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#289

Posted 07 September 2007 - 02:50 AM

QUOTE (Cowboy 666 @ Sep 6 2007, 21:55)
I'm currently planning the second version of this audio solution (pedestrian dialogues from GTA III to GTA:LC) which I was released a days ago (previously done, uploaded and tested as well), so keep your eyes coming! (I'm currently busy because of the school)
The second version will include the following ped dialogues:
B_Man1
Cas_Wom
Const2
Criminal02
FatMale01
Female03
Hos_Man
Hos_Wom
Mod_Wom
Pimp
Scum_Wom
Stud_Man

This pack will be released about late September or October.

Cool - that sounds great icon14.gif .

I'm interested to know the process you're using to go about this. I only ask because the only way I could think of to do it was really complicated, but you seem to be knocking over a whole bunch of PEDs relatively quickly - I'd just like to know what you thought of that I didn't, to satisfy my own curiosity wink.gif .

Keep up the good work smile.gif .

Cowboy 666
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#290

Posted 15 September 2007 - 11:32 AM

The second version of this audio solution is now completed!
Download here: http://rapidshare.co...BY_666.zip.html

Plus I've added some new ped dialogues that I haven't write due to much time (like Mod_Man and Female01 for example).
Hope it all the ped dialogues works well.
And cheers again to the GTA:LC Team! biggrin.gif

SteaVor
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#291

Posted 15 September 2007 - 11:39 AM

Wow, that's great. Downloading now, seems to be huge!

Kikkoman Soy Sauce
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#292

Posted 29 May 2009 - 06:45 AM

Sorry to bump this old topic but what are the commercial audio files called?

Kikkoman Soy Sauce
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#293

Posted 29 May 2009 - 06:46 AM

I think it's COMopen.wav is that right?

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#294

Posted 16 June 2009 - 06:28 AM

Jop. Don't forget SUBopen.wav

Craig Kostelecky
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#295

Posted 17 June 2009 - 01:19 AM

Um, the commercials are embedded within each radio stations audio mp3. I believe ComOpen and SubOpen are the news announcements when you unlock each island.

LCSurvivor
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#296

Posted 11 May 2010 - 02:17 PM

There's no sound playing for me at Marco's Bistro. Is it just me?

Craig Kostelecky
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#297

Posted 11 May 2010 - 02:48 PM

Nope, it happened to me earlier. I think there was a bug somewhere. I believe I have it fixed now, but I don't know if I've uploaded it. I'm a little behind.




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