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[WIP] San Andreas Audio Toolkit (SAAT)

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deeprecon25
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#301

Posted 02 February 2008 - 06:34 PM

1) C:\Program Files\Rockstar Games 1\GTA San Andreas
2) C:\Program Files\Rockstar Games 1\GTA San Andreas\SAAT_release_1_10
I didnt actually "install" them, i just put them there. when i try to open them they flash on the screen and disappear. so how do you install them?

3) it says "'C:Program' is not recognized as an internal or external command, operable program or batch file"

Ive never used command prompt really. Are there special commands i have to enter along with the file locations?
Sorry for being ignorant, but thanks for helping!

pdescobar
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#302

Posted 02 February 2008 - 11:20 PM

Ah okay. Your problem is spaces in the directory names; you need to use quotes to get around that. Hopefully this example should be more clear. Since SAAT is "installed" (yeah, I know it's just a file extraction, but that's still the term I use) within the SA directory, we can use the SA directory as our base.

How to export the ped voice archive:
1. First command after opening the command prompt; the quotes (") are required.
QUOTE
cd "C:\Program Files\Rockstar Games 1\GTA San Andreas"

2. Then next command after that; color-coded to highlight where the spaces are. If you want to extract somewhere other than C:\temp , then change that part but if the directory contains spaces you have to enclose the whole path in quotes again.
QUOTE
SAAT_release_1_10\saat_sfx -e audio\SFX\SPC_GA C:\temp audio\CONFIG\BankLkup.dat

Please note that that is all on one line; the web browser might break it up into a couple lines, but you type them as single commands.

If you want to extract other archives too (like SPC_FA for girlfriend chatter) then repeat the second command with that change

deeprecon25
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#303

Posted 03 February 2008 - 08:52 PM

ok, we're getting closer.
i entered in the first line, and everythings good. then i paste the second command exactly, and its not good. it says that "'SAAT_release_1_10\saat_sfx' is not recognized as an internal or external..." blahblahblah. im confused, why exactly did you color code it for spacing? was i supposed to copy and paste the second command too?i tried putting it all in quotes again, and i tried deleting all the spaces. and i tired other little tweaks and whatnot. nothing works. but we've made a little progress!

pdescobar
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#304

Posted 03 February 2008 - 10:37 PM

Yeah, you should have been able to simply copy & paste both commands; the second one doesn't require any quoting. Feel free to ignore the color-coding if it confuses you; it was simnply a trick I used in the past to help people who had trouble with the command prompt.

Is the directory correct for where the SAAT files are? That is, there really is a file called saat_sfx.exe inside the folder C:\Program Files\Rockstar Games 1\GTA San Andreas\SAAT_release_1_10?


deeprecon25
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#305

Posted 03 February 2008 - 11:16 PM

oh sh*t no tounge.gif i had taken them out and put them just in the san andreas folder. and so i just put them back, and its working i think! its going through all the banks. thanks so much, this is going to kick ass! i'll let you know if i got any more questions. actually i have one right now: are cj and other story characters contained in this? muchas gracias.

pdescobar
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#306

Posted 04 February 2008 - 01:09 AM

Glad you have it working. smile.gif There are 5 speech archives.

SPC_EA has all the emergency services peds (cops, paramedics, etc)
SPC_FA has CJ's girlfriends and some shop peds like clothing store and fast food clerks
SPC_GA is the mammoth archive with all the normal ped speech
SPC_NA has all the gang member ped speech as well as what some special chars say when teamed with CJ
SPC_PA has all of CJ's non-mission speech.

If you look at the SFX directory, there are identifiers for all the banks which provide some clue as to the contents; for most of these you can match up the identifier with the contents of peds.ide to find out which ped uses those sounds in the game.

reddragon6699556
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#307

Posted 08 February 2008 - 09:22 PM

This is my first post here.

this is also my first time changing anything without SAMI (great stuff)

now, unto business.

can someone please put up a list of what all the banks correspond to?

thanks in advance

squilliam

pdescobar
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#308

Posted 09 February 2008 - 10:34 AM

Welcome to GTAF smile.gif

There is a general list of what each bank in each archive contains posted at http://pdescobar.hom...at/sfx_dir.html. It's listed on the first post, but it's buried in the release notes so I'll move it to a more prominent position.

Supra4
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#309

Posted 09 February 2008 - 11:07 AM

QUOTE (pdescobar @ Feb 9 2008, 11:34)
It's listed on the first post, but it's buried in the release notes so I'll move it to a more prominent position.

That would be nice indeed, as I knew it was somewhere and looked in the first post for it, but didn't find it. sneaky2.gif

SilverizedAuto
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#310

Posted 12 February 2008 - 02:09 AM

This tool is great for modding, but I seem to be having issues.

I went in to change the siren sound, and followed things line for line as in the manual. However, after importing the new changes into the game, it seems to mess with the rest of the sounds. After I import my new sounds, the sirens work and sound great, but other sounds are messed up. For instance, now I get beeping sounds when car doors open and close, or I don't hear the tire screeches when I slam my e-brake into a turn.

Has anyone else had this problem and know how to fix it?

The two siren sounds I imported are the correct wav format. (PCM, 48kHz, Mono)

I just can't seem to figure this out!

pdescobar
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#311

Posted 13 February 2008 - 01:17 AM

That happens sometimes with audio modding, and none of us have ever figured out why. The closer your imported sounds are to the originals in terms of file and sound length, the less chance this has of happening, but it's still one of the major unsolved mysteries of audio modding. confused.gif

Just out of curiosity, do you notice any difference with the sound oddities between starting a new game, and loading an old game?

SilverizedAuto
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#312

Posted 13 February 2008 - 03:05 AM

I gave that a try, but the program remained the same.

I'm going to try and use WavPAD to save ON the same sound file rather than overwrite the sound file and see how that works out.

Thanks for your input.

gtaragemachine
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#313

Posted 13 February 2008 - 03:18 AM

QUOTE (pdescobar @ Feb 13 2008, 01:17)
That happens sometimes with audio modding, and none of us have ever figured out why. The closer your imported sounds are to the originals in terms of file and sound length, the less chance this has of happening, but it's still one of the major unsolved mysteries of audio modding. confused.gif

Just out of curiosity, do you notice any difference with the sound oddities between starting a new game, and loading an old game?

I have switched out many, many ped sounds (generic ped voices to special character ped voices) and I am certain that they were not always even close to the same size files, and I have never had any audio problems.

That is what has led me to believe that it has more to do with how they are created. I haven't done any sound creations though.


Ash_735
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#314

Posted 03 March 2008 - 05:42 PM

Hey, sorry to bump this, but I'm working on converting previous GTA radio Stations to San Andreas, I can convert the blanks just fine but when it comes to the actual stations I get this error message "Error writing stripped input file c:\temp\saat\CH\HEAD.ogg to memory buffer: Error writing stream to output. Output stream may be corrupted or truncated." Anyone please help me on this.

pdescobar
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#315

Posted 04 March 2008 - 01:00 AM

Can you provide some further details on this? Most useful would be how big of an ogg file are you importing and perhaps the exact command used.

Ash_735
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#316

Posted 04 March 2008 - 04:55 PM

QUOTE (pdescobar @ Mar 4 2008, 01:00)
Can you provide some further details on this? Most useful would be how big of an ogg file are you importing and perhaps the exact command used.

The exact size of that ogg is 31.8MB, the maximum size is 56.1MB (For Liberty Jam). What I planned to do is replace all the station files with balnks (which is already done, that was the easy part, and then add the actual LCS station into the archive and tell all the streams to use it. The command I used was...
saat_stream -i audio\streams\CH c:\temp\saat\CH\stream_import.ini audio\CONFIG\TrakLkup.dat

Which has worked many times under different variations, it's just when trying to import the actual Radio Stations.

pdescobar
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#317

Posted 05 March 2008 - 01:31 AM

I suspect it's running out of memory; there's no specific size limit for ogg imports like there is for sfx imports but 30mb is pretty darn big and it doesn't suprise me that it would fail. Attempting to replace an entire station with blanks except for one enormous single track is an idea that sounds nice in theory; however I've never heard of anyone who actually got it to work. The game's internal sound-handling just doesn't seem to be able to cope with such a vastly different station layout and you generally just wind up with dead air until you change stations. Although tedious, my advice is to try and cut the station into chunks that mimic the SA layout and import those.

Ash_735
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#318

Posted 05 March 2008 - 05:04 PM

Ahh bollocks, Wouldn't flow like the normal stations though. Even if I cut up the station at every commercial break it would still probably be too big.

Drippin'187
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#319

Posted 16 March 2008 - 01:09 PM

im having a really annoying issue here
im using GFS (GUI for SAAT) by Pho3niXx
i select my directory, export all the sounds, replace the ones i wanted replaced, import, exit then start my game
everything is fine until i get into the car then my game crashes
help

pdescobar
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#320

Posted 17 March 2008 - 11:50 PM

Exactly what sounds are you replacing and what are the characteristics (e.g. format, bitrate, length, etc) of the files you are importing? Also, if you restore the original sounds, does the crashing stop?

Drippin'187
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#321

Posted 18 March 2008 - 12:32 AM

theyre car sounds im replacing
i downloaded them off gta-worldmods.de all the files r in wav. format an im guessing theyre made how they should be since its a downloadable mod
and yes everything works fine once i put the old files back i just cant get these new ones to work

Drippin'187
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#322

Posted 25 March 2008 - 07:58 PM

been waiting for a while now is anybody gonna help me out here

chrisxpred
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#323

Posted 09 April 2008 - 02:15 PM Edited by chrisxpred, 09 April 2008 - 04:36 PM.

anyone of you has the skills in assembler or something to find and change the amount of the memory values that determine the space for each sound bank?

yao_22c
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#324

Posted 01 May 2008 - 01:56 PM

I' trying to replace the file (ID)'If the police con't stop you' , i replace it and i get this error:

SAAT Returned the following message:
Error opening lookup file:D/Program Files/Rockstar Games/GTA San Andreas/

P.S. : The file (ID)'If the police con't stop you' is track37, or something like this.

Please, can someone help me ?

Evil-Tim
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#325

Posted 04 June 2008 - 12:47 PM

Firstly I should mention im a SA-XBox modder, and am testing these tool on XBox streams.

when I try and run this app on a stream file I am presented with:

"Processing file 1 of 1: c:\streams\CR (length: 90474751)"
"Reading tracks ...1... Error reading input file Invalid Argument"
"Error occurd while reading c:\streams\CR; 8068 bytes were read"

is this me doing something wrong? or is there really alot of difference between XBox streams and PC streams?

0okami
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#326

Posted 08 June 2008 - 04:43 AM Edited by 0okami, 08 June 2008 - 04:52 AM.

QUOTE (pdescobar @ Feb 4 2008, 01:09)
Glad you have it working. smile.gif There are 5 speech archives.

SPC_EA has all the emergency services peds (cops, paramedics, etc)
SPC_FA has CJ's girlfriends and some shop peds like clothing store and fast food clerks
SPC_GA is the mammoth archive with all the normal ped speech
SPC_NA has all the gang member ped speech as well as what some special chars say when teamed with CJ
SPC_PA has all of CJ's non-mission speech.

If you look at the SFX directory, there are identifiers for all the banks which provide some clue as to the contents; for most of these you can match up the identifier with the contents of peds.ide to find out which ped uses those sounds in the game.

working on SPC_PA file I have some question. My intention is to replace most sound to be anime related sound.
Example... when you point a gun at someones face... CJ speaks custom sound. When CJ carjacks.... custom sound.

Is GTA SA picky about sample rate / legnth of the files being replaced?
does "X" file have to be exactly the same sample rate and legnth of "Y" file?

here's work in progress... (reference use only! not a working *.ini !!)http://ookami.animet...PC_PA_INDEX.txt
At the moment im trying to get a "view" of what all is where so i would know what would be suitable for changing to what i want.
(please tell me if someone else is also working on this? maybe we can merge what we have. or is there a more simple way ?)

0okami
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#327

Posted 09 June 2008 - 06:03 AM

here are the sound files im working with:
http://ookami.animet...06-08-16-35.rar

I have not yet had any luck hearing any of the custom sounds. i tried converting down to 15000khz as well just to see if that could be part of the problem... maybe im not hitting the right files.

any sugestions welcome.

faeman1250
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#328

Posted 19 July 2008 - 08:21 AM

[FONT=Impact]does any one know where i can find out what bank file holds which vehicle(s)?

LiveLife
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#329

Posted 07 August 2008 - 07:08 PM Edited by ColdDeath, 07 August 2008 - 07:16 PM.

Could someone tell me the basics of how to use this tool? YES, I've have read the first post and the readme, but i still don't understand it, what I must do after the installation and the whole "how to use".

I've extracted the files and copyed the saat_sfx.exe and saat_stream.exe, plus the two .ini's into the main sa directionary. I don't understand The second point of the installation and the whole Usage's stuff, so.

evilone
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#330

Posted 15 August 2008 - 03:00 AM Edited by evilone, 15 August 2008 - 03:04 AM.

QUOTE (chrisxpred @ Apr 9 2008, 14:15)
anyone of you has the skills in assembler or something to find and change the amount of the memory values that determine the space for each sound bank?

i dont know if this answers your question, but i've managed to add new sounds for cars w/o replacing old ones.
all you have to do is add the new sound banks continuing the sequential numbering. i.e. the last bank in the sfx is bank_137, the new sound banks you add should be bank_138, bank_139, etc.
then you open the sfx_import.ini file and change the "num_banks =" to however many banks you added:
CODE
[Archive]
basename = GENRL
lookup_index = 1
num_banks = 137

also in that ini file you have to add the info for the files. for me, since i was originally suppose to replace bank_001 and bank_002, i copied their info
CODE
[Bank_001]
num_sounds = 2
sound_001.filename = Bank_001\sound_001.wav
sound_001.sample_rate = 18000
sound_001.unknown_16 = 0
sound_001.unknown_32 = 0
sound_002.filename = Bank_001\sound_002.wav
sound_002.sample_rate = 18000
sound_002.unknown_16 = 1000
sound_002.unknown_32 = 0

[Bank_002]
num_sounds = 3
sound_001.filename = Bank_002\sound_001.wav
sound_001.sample_rate = 18000
sound_001.unknown_16 = 0
sound_001.unknown_32 = 0
sound_002.filename = Bank_002\sound_002.wav
sound_002.sample_rate = 18000
sound_002.unknown_16 = 0
sound_002.unknown_32 = 9799
sound_003.filename = Bank_002\sound_003.wav
sound_003.sample_rate = 18000
sound_003.unknown_16 = 500

and just changed the numbers and ended up w/ this
CODE
[Bank_142]
num_sounds = 2
sound_001.filename = Bank_142\sound_001.wav
sound_001.sample_rate = 18000
sound_001.unknown_16 = 0
sound_001.unknown_32 = 0
sound_002.filename = Bank_142\sound_002.wav
sound_002.sample_rate = 18000
sound_002.unknown_16 = 1000
sound_002.unknown_32 = 0

[Bank_143]
num_sounds = 3
sound_001.filename = Bank_143\sound_001.wav
sound_001.sample_rate = 18000
sound_001.unknown_16 = 0
sound_001.unknown_32 = 0
sound_002.filename = Bank_143\sound_002.wav
sound_002.sample_rate = 18000
sound_002.unknown_16 = 0
sound_002.unknown_32 = 9799
sound_003.filename = Bank_143\sound_003.wav
sound_003.sample_rate = 18000
sound_003.unknown_16 = 500


EDIT: then i just imported all the files again. to make sure you did it right, in the command prompt window you should see if the last bank_??? you put was imported or not.




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