Posted 10 May 2005 - 04:45 PM
Posted 12 May 2005 - 06:27 PM
|Where can I get the latest version of the gta3 sounds from?|
Depends on what you mean by gta3 sounds. If you mean the sound effects (cars, guns, pedestrians, etc.) check out spaceeinstein's posts in this thread. I believe version six is the newest one.
GTA: LC Audio v6
If you mean the radio stations, I think the forum rules are that you need to buy the game for yourself. (It's only about $20 anyway.) They are large files in the Audio folder.
Posted 16 May 2005 - 09:40 AM
Posted 16 May 2005 - 09:55 AM
To answer my own question: Try putting the play cd in instead of the install one.
I hope I have provided a laugh.
Posted 16 May 2005 - 07:56 PM
Posted 16 May 2005 - 11:11 PM
Posted 17 May 2005 - 03:44 PM
then when i start up LC it asks for the Vice City disk on startup which is in the drive already. But when i take the line's out again i starts up fine but with the VC radio. Whenever i use show config to verify the paths of the files it always claims they can't be found and when i went back to the method of just changing the GTA3 stations and renaming them, when i try to verify the paths it still claims they are not there. Any ideas?
Posted 17 May 2005 - 09:35 PM
|QUOTE (spaceeinstein @ May 17 2005, 20:46)|
|Did you use full installation when installing Vice City?|
Yes i did use the full installation when i installed City, would that have any bearing on my predicament.
Posted 21 May 2005 - 02:42 PM
I copied all the files across (including police.wav) into audioLC but i notice the VC police radio is an mp3 file. How can i tell LC to use the GTA3 police.wav file? Thanks.
Posted 22 May 2005 - 01:30 AM
Posted 28 May 2005 - 05:03 PM
Posted 30 May 2005 - 09:59 PM Edited by CTM, 31 May 2005 - 12:03 PM.
edit: the sound also occurs when a message appears in the grey box in the top-left corner of the screen.
edit2: never mind, got it. It occurs several times in the sfx00356 - sfx00369 block, in case anyone else needs it. The reason I asked is because that sound wasn't changed in Audio v7 and it could probably be fit into the v8 release in time for Beta 5 if I can find the GTA3 sound that it should be replaced with.
edit3: I found the last piece of the puzzle in the GTA3 SFX archive. The following changes need to be made to fix the menu sounds:
GTA3 sfx00344 -> GTALC sfx00356
GTA3 sfx00344 -> GTALC sfx00357
Technically GTA3 doesn't have the "successful loading" beep like VC does, but I'll be damned if I'm going to sit here and work out which of those two plays after the game is loaded.
Posted 24 February 2006 - 03:09 PM
Generic Audio Update
This adds the basic audio into the game, like the music in Tony's restaurant and Salvatore's house. The only problem with these audio is that the range the audio can be heard is too large.
There is a glitch with the background noises in LC. When you are in St Marks (or any high places), the entire area is quiet with no background noises. In GTA3, it still loads the background noise (city.mp3?). ...
Posted 25 February 2006 - 01:36 AM
The problem with the background could have something to do with the scm (and the location at which sounds are played, which impacts on their volume). I'm not too knowledgeable about that though, so I imagine Craig or Alex could tell you for sure . And maybe even look into fixing it.
Keep up the good work .
Posted 25 February 2006 - 03:23 AM Edited by Craig Kostelecky, 25 February 2006 - 04:01 AM.
And finally, does anybody think it's possible to improve the sound of the ambulance sirens? And can we convert the dodo's sound at all?
EDIT: Maybe it will be possible to fix the range issue by making the z axis lower for each sound. Then you'd always be farther away from the sound and it wouldn't be so loud. And even with the bug of not hearing the other audio, this is a great improvement. Well done space.
Posted 25 February 2006 - 10:46 PM
The only problem with lowering the Z axis is in Salvatore's place because lowering it would make the beach loud. ...
Posted 26 February 2006 - 02:16 AM
Posted 26 February 2006 - 07:22 AM
@space - Ok, that's sorted. Now I just need to know which ones to combine, or whatever you want done with them .
Posted 26 February 2006 - 08:39 AM
|QUOTE (spaceeinstein @ Feb 25 2006, 16:46)|
|... The only problem with lowering the Z axis is in Salvatore's place because lowering it would make the beach loud. ...|
Perhaps we should just decrease the volume of wave files then.
And Ben, the tool to extract the files from the SFX archive was included in space's download
Posted 26 February 2006 - 04:47 PM
Posted 27 February 2006 - 05:34 AM
And yeah, I didn't get space's update until after I got Nullpointers, so I did eventually learn that .
@space - how did you come up with the number to play the sound anyway - create_sound xx at <insert location here>?
If you have some sort of method, converting the audio for the bridge shouldn't be too hard, but that wasn't mentioned in your readme (although Craig mentioned it a few posts back).
And I've extracted my GTA3 sfx archive so whenever you get me a list of files and instructions, I can get to work. Depending on what needs to be done though, it might take me a few weeks (damn school work!) .
Posted 27 February 2006 - 01:30 PM
The sample rate is how often a sample is taken and needs to be significantly higher than the highest frequency in the audio to produce an approximatly accurate wave form.
Neither have anything to do with the frequency of the sound (except for defining the sample rate, but they are often pre-defined anyway).
Posted 28 February 2006 - 05:19 AM
What I meant though is that for some reason, Wave Editor changes the bit rate of the audio file depending on the sample size and frequency (eg - 2 files, both with 16 bit sample size, 1 with 22500Hz and the other with 44100Hz - the bit rates will be different).
I'll try and keep these characteristics as close to the original files as possible .
Posted 12 March 2006 - 12:29 AM
Posted 12 March 2006 - 12:33 AM Edited by spaceeinstein, 12 March 2006 - 12:36 AM.
I want sfx410 and sfx 411 combined. The audio is from Wong's Laundrette. Listen to that place and you'll get the beat. It is created by sound 41 in GTA3. ...
Edit: Hmm... I should refresh more often. Alright.
Posted 12 March 2006 - 12:45 AM Edited by benisablink182fan, 12 March 2006 - 01:37 AM.
I can do odd ones like that coz it's really just a simple cut-paste job . But a full list will take longer. Enjoy !
EDIT - Hmmm, that might not be quite right. I did the one's from the LC sfx, but that sounds like engine noises.
I'll do the GTA3 one in a sec - wait while I load it up and try to figure the beat .
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users