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[GUIDE] SFX Files Archive

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spaceeinstein
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#31

Posted 05 December 2005 - 04:17 AM

You can put it in a text file and upload it and link it to it.

pdescobar
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#32

Posted 05 December 2005 - 04:46 AM Edited by pdescobar, 05 December 2005 - 06:07 AM.

QUOTE (spaceeinstein @ Dec 4 2005, 23:17)
You can put it in a text file and upload it and link it to it.

Note, this post was majorly edited because my big-ass tables of data previewed just dandy but after I actually posted, Bad Things Happened™. The forum threw a serious hissy fit, the page display went all screwy, the post/preview buttons went away -- real horror show. It probably also exposed some flaw in the forum code that I am going to blissfully ignore. Anyhow, back on topic...

So, err, here's the SA SFX archives directory, grouped by sound bank since I don't expect anyone wants to describe 60,000+ individual files. Offsets and sample rates listed for those who want to extract them directly; soon that should be unnecessary when I write a decent importer for SAAT and it reaches release. The extra info in the SCRIPT archive table refers to entries in data\AudioEvent.txt and can be accessed via the mission script. Expect some wild inaccuracies; a lot of entries are blank since it's all pulled from a pair of text files by a perl script...

Because of the problems mentioned above, I am following spaceeinstein's advice and hosting it somewhere else and linking from here. It's a bit ugly and has more missing data than not, but we have to start somewhere. Eventually things will be filled in as people explore more. Updates and corrections will be cheerfully accepted.

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#33

Posted 22 April 2006 - 02:36 AM Edited by benisablink182fan, 22 April 2006 - 09:30 AM.

BUMP!

For my work in LC, I've made two bat files to effectively blank out the wavs extracted from the sfx archives in both GTA3 and VC.

Why is this useful? Well, to be honest, most people probably won't get any benefit from it. I use it to work out exactly what specific sfx sounds sound like in-game, which helps when I combine multiple GTA3 sounds into one file for playback on the VC engine.

Basically, read the readme to blank out your audio. Then, replace the blanks with whatever sound effect(s) you want to hear in-game and recompile the archive (back up your original first though). Stick it in your audio folder, load up the game, and head out to where the sound effect can be heard.

If you're interested, you can grab the file here - Nullpointer's tool included, thanks to Y_Less for his help and hosting icon14.gif . Enjoy smile.gif !

EDIT - original url wrong, fixed now icon14.gif .

Blackadder.
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#34

Posted 08 July 2006 - 06:06 AM

QUOTE
sfx00021 - sfx00022 = *unknown


I know what these are! Its when you reverse in a car!

Jerre
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#35

Posted 12 December 2006 - 07:35 PM

I have noticed that there are about 8 or so different types of car sounds

Is it possible to change a car to another style
example: the hermes has the hermes sound but so does the cuban hermes so if i change the sounds of the hermes those of the cuban change too and that is the problem I only want the hermes to change

So is there a file or a program to change what sounds a car uses so i can give the hermes the sound of lets say the admiral without changing the cuban hermes (and the oceanic witch i think also uses the hermes sound)

Thanks

Ben
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#36

Posted 13 December 2006 - 04:12 AM

Yes, it is possible.

The way you are asking about would be very difficult I imagine, and requires you to delve into the EXE and change some memory addresses. Firstly though, you'd have to find which addresses designate which SFX sound plays for which car - that in itself will take a fair bit of research.

You could change ID slots for the cars in the default.ide, which would move the cars swapped into different SFX groups. But you couldn't just change one car without there being an effect on others. So it's probably not the solution you're after.

Jerre
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#37

Posted 13 December 2006 - 08:22 AM

I think i'm gonna do it differently i still have the bobcat unmodeld and it has a rather normal sound so i'll use the bobcat in stead of the hermes

proevofanatik
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#38

Posted 22 April 2007 - 12:09 PM

does anyone know what the sfx file is for a police siren in san andreas for pc?

il_86
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#39

Posted 19 June 2007 - 12:29 PM

Hello.
Sorry for my bad english...
Thank very much to authors for very useful topic.
But after that I've read all this topic, I have one question.
While I read list of the vehicle sounds in VC, I can not find detailed list of cars to sound groups, only references like this
" sfx00383 - sfx00085 = engine sounds 1 (perennial)
sfx00386 - sfx00388 = engine sounds 2 (stinger)
sfx00389 - sfx00391 = engine sounds 3 (yankee)
sfx00392 - sfx00394 = engine sounds 4 (admiral)
sfx00395 - sfx00397 = engine sounds 5 (flatbed)
sfx00398 - sfx00400 = engine sounds 6 (bf injection)
sfx00401 - sfx00403 = engine sounds 7 (hotring racer)
sfx00404 - sfx00406 = engine sounds 8 (greenwood)
sfx00407 - sfx00409 = engine sounds 9 (oceanic)
sfx00410 - sfx00412 = engine sounds 10 (taxi)
sfx00413 - sfx00415 = engine sounds 11 (sabre)"...
And this is my question: please tell me where i can look detailed list of cars'sound or sound groups? Or write it here, I think it will be useful to other users too.
Can somebody help me, please?
Also, sorry for my bad, very bad English...

ceedj
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#40

Posted 19 June 2007 - 12:39 PM

That IS the list. All the groups contain an acceleration, cruise, and deceleration sound. Obviously not every car is in there, because a lot of them share the sound banks. So 383 would be the Accel for the Perennial and cars like it, 384 is the Cruise, etc.

il_86
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#41

Posted 19 June 2007 - 01:22 PM

Thanks for the help, but I had in view particular list of sounds groups, like this type:
"01 - perrennial,...and list of other cars like it
02 - stinger and list of other cars like it
etceteras"..
i.e for me is interesting, what cars are "like Perrenial, like Stinger, etc."
I tryed to detect membership of each car to something sound group "in-game-method"..but it not give adequate results...
TIA

SteaVor
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#42

Posted 19 June 2007 - 01:39 PM

I guess they correspond with the default.ide car classes.

Ben
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#43

Posted 20 June 2007 - 02:41 AM

No, I'm pretty sure that isn't the case. As far as I know, the SFX car classes are defined in the EXE (and are independent of the default.ide) - well, the corresponding SFX WAVs for a vehicle are tied to the ID#s defined in the default.ide, but you can only change them through the EXE.

If you play the game enough, you'll begin to learn what the cars all sound like. It's not that hard - I had to do it in order to do the conversions for the vehicles for the LC project .

il_86
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#44

Posted 23 June 2007 - 06:53 AM

Hello.
So, guys, I had to do some experiment..and this file is result of it. Detailed list of sounds of each Car sound groups (11 total).
Unfortunately, stayed uninterpreted sounds of horns (because their tones are variable for each car on EXE-level and is difficult to detect specific sound for specific car)
So, I can't attach my records to this post..and results here:
(1) - Carís name in game
(2) - Engine sound (sfx00*.wav)
(3) - Sound of engine at steady rpms (sfx00*.wav)

(1) (2) (3)
admiral 392 - 394 291
ambulan 389 - 391 290
baggage 404 - 406 295
banshee 401 - 403 294
barracks 395 - 397 292
benson 410 - 412 297
bfinject 398 - 400 293
blistac 410 - 412 297
bloodra 383 - 385 288
bloodrb 407 - 409 296
bobcat 410 - 412 297
boxville 389 - 391 290
burrito 404 - 406 295
bus 395 - 397 292
cabbie 413 - 415 298
caddy - -
cheetah 386 - 388 289
coach 395 - 397 292
comet 386 - 388 289
cuban 398 - 400 293
deluxo 401 - 403 294
enforcer 389 - 391 290
esperant 413 - 415 298
fbicar 392 - 394 291
fbiranch 383 - 385 288
firetruk 395 - 397 292
flatbed 395 - 397 292
gangbur 401 - 403 294
glendale 407 - 409 296
greenwoo 404 - 406 295
hermes 407 - 409 296
hotrina 398 - 400 293
hotrinb 401 - 403 294
hotring 401 - 403 294
idaho 413 - 415 298
infernus 401 - 403 294
kaufman 404 - 406 295
landstal 410 - 412 297
linerun 395 - 397 292
lovefist 401 - 403 294
manana 413 - 415 298
mesa 383 - 385 288
moonbeam 413 - 415 298
mrwhoop 389 - 391 290
mule 389 - 391 290
oceanic 407 - 409 296
packer 395 - 397 292
patriot 389 - 391 290
peren 413 - 415 298
pheonix 401 - 403 294
police 392 - 394 291
pony 389 - 391 290
rancher 410 - 412 297
regina 404 - 406 295
romero 413 - 415 298
rumpo 389 - 391 290
sabre 383 - 385 288
sabretur 398 - 400 293
sandking 398 - 400 293
securica 389 - 391 290
sentinel 392 - 394 291
sentxs 383 - 385 288
spand 389 - 391 290
stallion 413 - 415 298
stinger 386 - 388 289
stretch 413 - 415 298
taxi 392 - 394 291
topfun 404 - 406 295
trash 395 - 397 292
vicechee 386 - 388 289
virgo 392 - 394 291
voodoo 407 - 409 296
walton 413 - 415 298
washing 392 - 394 291
yankee 389 - 391 290
zebra 383 - 385 288
--------------------------------------------------------------------------
Sorted by groups
288, 383 - 385 = engine sounds group #1
bloodra
fbiranch
mesa
sabre
sentxs
zebra
289, 386 Ė 388 = engine sounds group #2
cheetah
comet
stinger
vicechee
290, 389 - 391 = engine sounds group #3
ambulan
boxville
enforcer
mrwhoop
mule
patriot
pony
rumpo
securica
spand
yankee
291, 392 - 394 = engine sounds group #4
admiral
fbicar
police
sentinel
taxi
virgo
washing
292, 395 - 397 = engine sounds group #5
barracks
bus
coach
linerun
packer
trash
293, 398 - 400 = engine sounds group #6
bfinject
cuban
hotrina
sabretur
sandking
294, 401 - 403 = engine sounds group #7
banshee
deluxo
gangbur
hotrinb
hotring
infernus
lovefist
pheonix
295, 404 - 406 = engine sounds group #8
baggage
burrito
greenwoo
kaufman
regina
topfun
296, 407 - 409 = engine sounds group# 9
bloodrb
glendale
hermes
oceanic
voodoo
297, 410 - 412 = engine sounds group #10
benson
blistac
bobcat
landstal
rancher
298, 413 - 415 = engine sounds group #11
cabbie
esperant
idaho
manana
moonbeam
peren
romero
walton
stretch
stallion
------------------------------------------
Good luck;)



CrownVictoriaCop
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#45

Posted 14 January 2008 - 01:09 AM

I have a question. I want to change Tommy's cell phone ringtone. Which one of the SFX files is the cell phone. I tried editing both sfx265 and sfx283, but they both do not edit the cell phone ringtone.

pdescobar
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#46

Posted 14 January 2008 - 05:08 AM

QUOTE (spaceeinstein @ Nov 6 2004, 23:05)
///////////////////////////////////////  GTA Vice City archive  //
...
sfx00267 = phone ring

Did you try that one too?

CrownVictoriaCop
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#47

Posted 14 January 2008 - 12:16 PM

That sounds like the payphone ring, but I'll try it.

pdescobar
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#48

Posted 14 January 2008 - 11:21 PM

Looks like it's not in the sfx archive. Try the file Audio\MobR1.wav instead.

CrownVictoriaCop
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#49

Posted 14 January 2008 - 11:31 PM

It works! Thank you so much!

I asked this question, because I was thinking about including a special extra with the mod. It'll be packed with it.

smallcombe
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#50

Posted 05 July 2008 - 02:30 PM

Hey, for vc does anyone know what number thunder/lighting is under? Or is it even in the sfx file? Or is it in the audio file canít seem to find it anywhere cry.gif Ö. thnx turn.gif

spaceeinstein
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#51

Posted 05 July 2008 - 03:44 PM

I think the thunder shares a sound with the explosion. Someone in the LC team replaced the explosion sounds and the thunder was affected.

Deji
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#52

Posted 25 September 2008 - 06:53 PM

Are the numbers that are on the list after the name the numbers I'd need to use for the play_sound thing?

Example: sfx00267

=

018C: play_sound 267 at 0.0 0.0 0.0

???

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#53

Posted 29 April 2009 - 05:36 PM

I pull this forum very interesting, I would love to inform my colleagues in passing this gift to them other information....Women smokers By now, we are all aware that smoking is bad for you.[COLOR=blue] Shifty41s_beerhatsmilie2.gif

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#54

Posted 02 January 2010 - 06:31 AM

Sorry about the bump but the tool is available at GTA Inside under GTA Vice City Tools and VCICS V1.3 (Vice City I Choose Sounds) is its name

Spiderman3339
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#55

Posted 20 March 2010 - 08:28 AM Edited by Spiderman3339, 20 March 2010 - 08:37 AM.

MY ENGLISH IS BAD

what is the sound of horn the coacha in sfxXXXX.VAW


i have a choach gta vc i gta sa in sound car door .

i must find a horn of coach

pliss help me

spaceeinstein
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#56

Posted 28 March 2010 - 01:12 AM Edited by spaceeinstein, 23 June 2011 - 08:30 PM.

QUOTE
Are the numbers that are on the list after the name the numbers I'd need to use for the play_sound thing?

Example: sfx00267

=

018C: play_sound 267 at 0.0 0.0 0.0

No, I don't know where the game pulls the list from but the numbers don't correspond to each other. An extremely late reply but you've probably found that out by now.

QUOTE
what is the sound of horn the coacha in sfxXXXX.VAW


i have a choach gta vc i gta sa in sound car door .

i must find a horn of coach

The first 8 sounds are the car horns. Listen to each to get the car horn you want.



And now something to add. Between 234 and 265 are the types of cars that the police scanner says. The problem is that a lot of them are muffled and incoherent. I have made a list on what the dispatcher says.
• 234 - ambulance
• 235 - two door
• 236 - truck
• 237 - firetruck
• 238 - pickup
• 239 - police car
• 240 - boat
• 241 - buggy
• 242 - bus
• 243 - coach
• 244 -
• 245 - dinghy
• 246 - garbage truck
• 247 - golf cart
• 248 - hearse
• 249 - helicopter
• 250 - ice cream van
• 251 - lowrider
• 252 - moped
• 253 - motorbike
• 254 - offroad
• 255 - plane
• 256 - rig
• 257 - sedan
• 258 - speed boat
• 259 - sports car
• 260 - station wagon
• 261 - stretch
• 262 - swat van
• 263 - tank
• 264 - taxi
• 265 - van

HM128
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#57

Posted 22 August 2010 - 12:06 PM

Hi, can someone gave me the topic, or tutorial about:
How to put some sound from sfx archive to the game in some place on the map? It's in SCM?

w35l3y
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#58

Posted 24 February 2011 - 01:02 AM

i can hear the engine noises when i am walking out of the car. i am changing the racer car sound for lamborgini sound, someone know how to fix it?

spaceeinstein
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#59

Posted 23 June 2011 - 08:41 PM Edited by spaceeinstein, 23 June 2011 - 09:17 PM.

Ped dialogue work in progress, 7 years I'm nearly done! This list contains properly assigned audio banks with ped model IDs.
• 524-713 - 47,BMYBB

• 757-832 - 81,JFOTO
• 833-891 - 82,JMOTO
• 892-972 - BMYBE
• 973-1039 - 18,HFOBE

• 2113-2198 - 83,CBa

• 2617-2715 - 85,HNa

• 3478-3541 - HMOCA
• 3542-3602 - 80,WFOSH
• 3603-3661 - 77,WFYSK
• 3662-3705 - 66,WMYLG
• 3706-3892 - 68,WMYBU
• 3893-3977 - WMYST
• 3978-4051 - 46,BMYPI
• 4052-4125 - 70,WFYPR
• 4126-4214 - 55,WMYRI
• 4215-4312 - 34,BMOST
• 4312-4402 - 10,HFOST
• 4403-4479 - 16,HMORI
• 4480-4534 - 26,HMOTR
• 4535-4622 - 27,HMYAP
• 4623-4671 - 25,HFOTR
• 4672-4714 - 20,HMOBE
• 4715-4790 - 21,HFYBU
• 4791-4834 - 23,HFYCG
• 4835-4920 - 19,HMYBE
• 4921-5002 - 64,WMOGO
• 5003-5075 - 48,WMYCR
• 5076-5110 - 76,WMYJG
• 5111-5191 - 52,WMOST
• 5192-5252 - 44,BFOTR
• 5253-5323 - 53,WFYRI
• 5324-5393 - 43,BFYPR
• 5394-5453 - 37,BMYRI
• 5454-5518 - 42,BMYBU
• 5519-5579 - 78,WMYSK
• 5580-5677 - 61,WMYCW
• 5678-5759 - 9,HFYST
• 5760-5838 - 12,HMOST
• 5839-5911 - 15,HMYRI
• 5912-5987 - 24,HFYPR
• 5988-6039 - 22,HFYMD
• 6040-6116 - 59,WFOBE
• 6117-6194 - 35,BFYRI
• 6195-6292 - 38,BFYBE
• 6293-6351 - 45,BMOTR
• 6352-6438 - 33,BMYST
• 6439-6520 - 73,WMYPI
• 6521-6616 - 30,BMYCR
• 6617-6708 - 56,WMORI
• 6709-6775 - 69,WMOBU
• 6776-6853 - 29,BMODK
• 6854-6922 - 17,HFYBE
• 6923-6991 - 13,HFYRI
• 6992-7069 - 32,BFOST
• 7070-7131 - 36,BFORI
• 7132-7205 - 31,BFYST
• 7206-7270 - 14,HFORI
• 7271-7341 - 67,WFYBU
• 7342-7393 - 71,WFOTR

• 7426-7493 - 79,WFYSH
• 7494-7558 - 72,WMOTR
• 7559-7632 - 41,BMOBE
• 7633-7703 - 62,WMYGO
• 7704-7770 - 57,WFYBE
• 7771-7846 - 54,WFORI
• 7847-7921 - 63,WFOGO
• 7922-7974 - 11,HMYST
• 7975-8062 - 74,WMOCA

• 8232-8273 - 65,WFYLG
• 8274-8385 - 50,WFOST
• 8386-8468 - 49,WFYST
http://spaceeinstein...m/SFXsxript.txt

Onto GTA 3 cry.gif

Deji
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#60

Posted 24 June 2011 - 02:13 PM

I believe those audios may be like the ones I was documenting here: http://gtag.gtagamin...p?showtopic=353




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