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[WIP] San Andreas Audio Toolkit (SAAT)

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Scrag
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#61

Posted 09 January 2006 - 07:19 PM

i've now sorted it, i dont know what i did but i've got a full song playing at ammunation. when stuff works it feels good!

pdescobar
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#62

Posted 09 January 2006 - 11:36 PM

QUOTE (BMWPower @ Jan 9 2006, 07:29)
I just can't understand something with importing my music...
When I import music how can I understand in which radiostation is my song?
10x smile.gif

This is the correspondence between stream file and radio station. The adverts, ambience, beats, and cutscene streams should be self-explanatory.
CODE
Filename          Station
===========       ========
audio/streams/aa  Police
audio/streams/ch  Playback FM
audio/streams/co  KROSE
audio/streams/cr  K-DST
audio/streams/ds  Bounce FM
audio/streams/hc  SFUR
audio/streams/mh  Radio Los Santos
audio/streams/mr  Radio X
audio/streams/nj  CSR
audio/streams/re  K-JAH
audio/streams/rg  Master Sounds
audio/streams/tk  WCTR


=========================

QUOTE (R1fl3m4n @ Jan 9 2006, 10:02)
i 'cd' the path in command prompt and then when i try the code it says like :
"saat_stream is not a batch" bla bla.. hmm im stupid or what? and i copy/pasted the zip..

uh im so confused.... and lol im not new to gta... but this program .. why it dosnt workinG:(
Can you quote the exact error message and tell me (a) in which directory you placed the exe and (b) in which directory you "cd" before you typed the command? It sounds vaguely like the error message arillious got; in his case it was because he hadn't changed to the directory where the SAAT executables were.

RaifalM3n
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#63

Posted 10 January 2006 - 11:54 AM

man i sorted out 10x man its working fine!

BMWPower
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#64

Posted 11 January 2006 - 03:12 PM Edited by BMWPower, 11 January 2006 - 03:26 PM.

@ pdescobar
Thank you very much! colgate.gif

But I have a problem...
I exported the ogg's from 'Playback FM'.
I converted my mp3's into ogg's with Easy CD/DA Extractor.
I named them to
Track_***,
so i didn't edit the
saat_import.ini file.
I have imported them, start the game i played 'Playback FM'. Everything's fine.
But when my ogg finished the radio stoped... confused.gif
I have waited 5-10 min, but the radio didn't play again.
It plays when I change the station, and play again the 'Playback FM'.. or the station played again when I change my car.
Where's the problem and how can I fix it?

10x!

pdescobar
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#65

Posted 11 January 2006 - 03:55 PM

QUOTE (BMWPower @ Jan 11 2006, 10:12)
@ pdescobar
Thank you very much! colgate.gif

But I have a problem...
I exported the ogg's from 'Playback FM'.
I converted my mp3's into ogg's with Easy CD/DA Extractor.
I named them to
Track_***,
so i didn't edit the
saat_import.ini file.
I have imported them, start the game i played 'Playback FM'. Everything's fine.
But when my ogg finished the radio stoped... confused.gif
I have waited 5-10 min, but the radio didn't play again.
It plays when I change the station, and play again the 'Playback FM'.. or the station played again when I change my car.
Where's the problem and how can I fix it?

10x!

That sounds like the problem I saw in testing when I used very short (less than 5 seconds) sounds for some of the song pieces. Can you tell me exactly which tracks you changed and the lengths (time) of the Ogg vorbis files you used?

Lenin
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#66

Posted 11 January 2006 - 04:05 PM

with your sound program, is it then possible to change weapon sounds? i dont really get it :S

pdescobar
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#67

Posted 11 January 2006 - 04:24 PM

QUOTE (Lenin @ Jan 11 2006, 11:05)
with your sound program, is it then possible to change weapon sounds? i dont really get it :S

Yes. You can replace any sound effect or stream clip (radio, cutscene, etc) in the game. If you look through the topic you'll see that tzesun has used it to change weapon sounds and has posted some tips about the kinds of files which work best.

BMWPower
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#68

Posted 11 January 2006 - 05:40 PM

I converted my Mp3's with Audacity, now evrything's fine. Great tool!!!

Scrag
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#69

Posted 12 January 2006 - 01:26 AM

this tool is fantastic, putting sfx in, or putting music into the ambience is easy but im still having trouble putting tracks into the radio stations, i can get it to work but after a track it stops, then i have to skip to next track then back to hear next song, but getting rid of all the tracks is really hard, i copied police radio ini and pasted it to the radio x ini (which then turned it into the police station radio) copy tracks from police into radio x folder, everything should have worked, but instead all the radio stations just kept playing the static noise, what should i do, is it all to do with the ini's?

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#70

Posted 12 January 2006 - 03:01 AM

awesome. smile.gif
not much after the release of SA i took a look into the stream files and was able to extract some audio files, but i didn't finish the work because RFSA was released so i thought someone beat me to it. i was waiting for something like this. aaaa'some. smile.gif

pdescobar
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#71

Posted 12 January 2006 - 01:49 PM

QUOTE (Scrag @ Jan 11 2006, 20:26)
this tool is fantastic, putting sfx in, or putting music into the ambience is easy but im still having trouble putting tracks into the radio stations, i can get it to work but after a track it stops, then i have to skip to next track then back to hear next song, but getting rid of all the tracks is really hard, i copied police radio ini and pasted it to the radio x ini (which then turned it into the police station radio) copy tracks from police into radio x folder, everything should have worked, but instead all the radio stations just kept playing the static noise, what should i do, is it all to do with the ini's?

All the really interesting dynamic radio behavior seems to be harcoded. For instance, when it's raining and you're listening to Playback FM, the game will randomly toss in Track 31, 32, or 33 which are essentially little weather reports related to rain. However, if you are instead listening to K-Rose, there is only one clip for talking about rain, Track 37. Thus far, noone has been able to determine how the game determines that Track X on station Y should be played in situation Z. It is currently assumed that all this interesting stuff is hardcoded into the exe. This is alluded to in the MANUAL, but I should probably add a "Troubleshooting" section to go into more detail.

As a consequence, changing the number of tracks is considered to be a Bad Idea. The police band (AA) has 66 tracks while Radio X (MR) has 147. Using a modified INI from a Police export to import tracks into the Radio X stream is therefore problematic because of the different number of tracks. It's basically the same problem you had before when deleting tracks from Radio X where the game was playing songs from other stations.

Related to this is an apparent problem regarding clip lengths, which is mentioned in the "Import Formats" section of the manual. Radio Songs and the WCTR Talk shows are composed of multiple tracks spliced together. There is 1 or more short "Intro" segments, 1 or more short "Outro" segments, and a single long "Mid" section. When the song/show is played, the game randomly selects a single intro and outro and plays all three consecutively and seamlessly. (Intro-Mid-Outro.) Most of the unmodified intros and outros are in the 10-20 second range and the shortest are 7 seconds or so. If you have any shorter clips than this (I tried various -- 5 seconds, 1 second, 1/2 second, 1/10 second) it screws up the processing and you get the behavior you describe -- dead air after playing a clip until you change stations.

Since all the Police clips are pretty short, I would expect that simply swapping them with radio X would result in the "dead air bug".

So, what to do? You can simply add songs as you did earlier by importing them into the Station ID or DJ chatter tracks, but removing songs is a whole other matter. The safest thing is unfortunately a lot of work -- keep the same number of songs and duplicate the track layout exactly. For example, let's say you want to replace "Midlife Crisis" by Faith No More on Radio X. Looking at the metadata-full.ini file, you'll see that this song spans 7 tracks:
CODE
track47.title = Midlife Crisis (Mid)
track48.title = Midlife Crisis (Intro)
track49.title = Midlife Crisis (Intro DJ #1)
track50.title = Midlife Crisis (Intro DJ #2)
track51.title = Midlife Crisis (Outro)
track52.title = Midlife Crisis (Outro DJ #1)
track53.title = Midlife Crisis (Outro DJ #2)


You could then take your replacement song, load it into Audacity, and cut it up into 3 parts. Cut out the first 10 seconds and save it in one file "SongName-intro.ogg", cut out the last 10 seconds and save that in another file "SongName-outro.ogg" and then take what's left and save it in a third file "SongName-mid.ogg" Now, in the import INI, edit it to use "SongName-mid.ogg" for Track 47, "SongName-intro.ogg" for tracks 48-50, and "SongName-outro.ogg" for tracks 51-53. Then you are pretty much guaranteed that your replacement song will work, although you're forced to do more work and essentially waste disk space by having the same intro and outro imported multiple times.

I wish there was a better way, but given the lack of control we have over track layout and the pickiness of the game regarding very short tracks, this is the best I've come up with so far. I am hoping that more experimentation in this area will come up with alternatives, but until then, my advice is to do it the hard way as outlined above. confused.gif

RaifalM3n
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#72

Posted 12 January 2006 - 08:08 PM

i was for sure right on how to make a song with dj.. cut it with a program etc.. anyway i manajed to put a song in radio los santos its playing and i replaced sirens ,car starting:) etc:D

pdescobar
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#73

Posted 12 January 2006 - 09:42 PM

blush.gif I've gotten some emails from GlowWorm and it looks like the first major bug has been found. The sfx import function is not closing files properly and so imports of the really big sfx archives (notably SPC_GA, the 1GB+ archive) are prone to failure. I believe I've already isolated the problem and a new version should be up tonight or tomorrow. Until then, you should probably resist the urge to modify that archive. wink.gif

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#74

Posted 12 January 2006 - 09:47 PM Edited by pdescobar, 12 January 2006 - 10:27 PM.

Grumble. Stupid forum directory not updating the last poster entry after Evil White Screen on posting...

Scrag
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#75

Posted 12 January 2006 - 09:50 PM

How can you tell which car engine sound is for what car? im trying to find emporer car but i cant tell

pdescobar
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#76

Posted 12 January 2006 - 10:25 PM

QUOTE (Scrag @ Jan 12 2006, 16:50)
How can you tell which car engine sound is for what car? im trying to find emporer car but i cant tell

Assuming you don't have tremendously good hearing and memory, what you could do is something similar to what I did when I was figuring out where each ambience track was used. I wanted a group of simple spoken phrases "test number one," "test number two," etc. Since I don't have a microphone I used AT&T's text to speech demo to make 50 such sounds, converted them to stereo Ogg Vorbis, and replaced the entire ambience archive with them. Then I went into the game and was able to easily identify which sounds were being called in a given situation. Unfortunately, the TTS licensing is pretty strict and so I can't redistribute them, but it is very quick and easy to create a handful of similar WAVe files with it yourself.

Anyhow, create some test sounds like that or with a microphone and then listen through the GENRL sounds to isolate engines which sound like they might be used by the Emperor. Change a few candidates to your special test sounds, import them into a new GENRL and then fire up the game and take the Emperor for a spin. If you hear one of your special test sounds, then you've isolated which engine sound it uses and you can then replace it with something more suitable.

Be sure to let others know if you do locate specific sounds like that though. Soon, I plan to convert my woefully incomplete sfx directory to the GTA modding wiki so that anyone can update it with new sound locations when they discover interesting things.

Scrag
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#77

Posted 13 January 2006 - 01:51 AM

Great idea! i didn't even think of that, i'll go through each sound & see what i can come up with. i'll be back

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#78

Posted 13 January 2006 - 05:43 AM

New Release: Version 1.10

The SFX import problem has forced a bugfix release; no new features yet.

Changes in this version:
CODE
12 Jan 2006 - Version 1.10
  - Fixed problem with SFX tool not closing files properly when importing
  - Fixed integer size issue when creating import INIs
  - Fixed bad copy&paste error in sfx export example in MANUAL.txt
  - Updated docs; still need to do more.


GTA Garage download still awaiting approval; my site has been updated with the new version.

BMWPower
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#79

Posted 16 January 2006 - 04:19 PM Edited by BMWPower, 16 January 2006 - 04:21 PM.

I have a big problem when i'm importing SFX sounds.
I want to change the engine sound of the Elegy / Primo.
I listened to the original sounds. I riped from NFS Most Wanted three*.WAV files. But when i get into the car, the game crashes sad.gif .
I converted the riped *.WAVs many times. In Manual.txt i saw the working wav tipes in the game. All the wavs are Mono, the tipes are just like in the Manual.txt, but the game still crashes. I have a back up of the files, and i have used this backup, after a crash. I converted the wav's with:

Easy CD-DA Extractor
GoldWave
Audacity
...

And i didn't modify the saat_import.ini, because i named my wavs to:
sound_001
sound_002
sound_003

I think this is no a problem...
Can you tell me with wich converter i can change the engine sounds succesfully, because i really want it. confused.gif sad.gif

10x! xmas.gif sigh.gif

BMWPower
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#80

Posted 16 January 2006 - 05:30 PM

I fixed the problem. I have converted a wav with 44100 Mhz. Now with 16000 Mhz, everything's OK.

The best tool for SA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! colgate.gif

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#81

Posted 16 January 2006 - 05:33 PM Edited by Dillyracer, 16 January 2006 - 05:38 PM.

just of curiosity, what sound have you used for the elegy ? I'm kinda interested in that but i don't know how i can do it myself, wouldn't it be better to use the skyline sound from NFSU2 ?

PDEscobar, will these codes ever be made into a program useable for someone who isn't that comfortable with these codes

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#82

Posted 16 January 2006 - 06:49 PM

QUOTE (Dillyracer @ Jan 16 2006, 12:33)
PDEscobar, will these codes ever be made into a program useable for someone who isn't that comfortable with these codes

I'm not sure exactly what you mean by "these codes." Assuming you are talking about interface, I am currently playing around with design ideas for interface improvements so that there is an option other than the command-line interface. I hope to fairly soon have a release that would let you specify a couple of things in an INI file and then simply drag an archive onto the program's icon to export, then drag the import INI onto the program's icon to import, but I haven't decided exactly how that's gonna work yet.

A GUI still isn't completely ruled out, but my only GUI experience is some very simple MacOS programs from book examples written long ago so I'll need to learn quite a bit more before I tackle that. I should also note that the command-line interface will never completely go away because I think it's important to have a way to use the program in scripts or batch files, but I do hope to eventually make the primary interface something simpler.

Any specific suggestions you have on how the program could be easier for you to use are more than welcome and will be considered for future versions.

BMWPower
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#83

Posted 16 January 2006 - 08:32 PM Edited by BMWPower, 16 January 2006 - 08:36 PM.

QUOTE (Dillyracer @ Jan 16 2006, 17:33)
just of curiosity, what sound have you used for the elegy ? I'm kinda interested in that but i don't know how i can do it myself, wouldn't it be better to use the skyline sound from NFSU2 ?

Extract GENRL file and the sound of the Elegy is in Blank_002
There are three sounds.
Play them, you have to do the same wavs:
1st wav: Accelerating
2nd wav: Shifting
and the 3rd wav is when the car deaccelerating.
I ripped my sounds from NFS Most Wanted.
With Fraps i made an .avi when the car is accelerating, shifting, and deaccelerating. Just like the three wavs.
Then i opened the .avi with Gold Wave.
I made a selection when wthe car is accelerating and save it az Wav file (Mono, 16-bit 16000 Mhz) and name it sound_001 and replaced the original wav.
I made a selection when the car is Shifting Up a gear. Saved the selection as sound_002.
You have to do the same with sound_003.

The Gold Wave is very easy program. You will understand how to make and save the selections. It's easy. Then i've imported all audio in the game and everything's OK! Do some cruise in the game with elegy to see if the sound of the car that you've made is good.

And i'll give you an advice. When you're ripping the sound of your Skyline don't start accelerating from 1000-2000 rpm. For me the best accelerating sound is min 4000-4500 rpm >>>. You'll understand why i'm prefering this rpm's. rolleyes.gif

Good luck! xmas.gif

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#84

Posted 17 January 2006 - 04:04 PM

well escobar, i mean the running commands, when i open the program it's gives a little black dos screens and it closes. What do i need to do then ?

pdescobar
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#85

Posted 17 January 2006 - 04:20 PM

QUOTE (Dillyracer @ Jan 17 2006, 11:04)
well escobar, i mean the running commands, when i open the program it's gives a little black dos screens and it closes. What do i need to do then ?

Don't simply double-click on the executables; because they are command-line programs and not GUI programs they should be run from a command prompt. Quoting the MANUAL:
QUOTE
Windows Binaries

To install, simply unzip the archive and copy/move saat_stream.exe, saat_sfx.exe, and all INI files to a useful location such as the GTASA main directory. To use, follow the directions below and then follow the usage or examples.

  1. Open a Command Prompt window. On Windows XP this is done by choosing Start -> All Programs -> Accessories -> Command Prompt.
  2. In the Command Prompt window, type the name of the drive where you installed the executables and hit return. For example, if you installed the executables to drive D: you would type

        D:

      and then return.
  3. Change to the directory where you installed the executables by using the cd command. For example, if you installed the executables to D:\Program Files\Rockstar Games\GTA San Andreas you would type

        cd "D:\Program Files\Rockstar Games\GTA San Andreas"

      and then return.
  4. You are now ready to use the program; see the usage or examples for more

If that's unclear or not detailed enough, please let me know. Make sure you look through the Examples section in that document too.

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#86

Posted 17 January 2006 - 04:22 PM

QUOTE (Dillyracer @ Jan 17 2006, 16:04)
when i open the program it's gives a little black dos screens and it closes. What do i need to do then ?

Use command prompt to run it...

Great tool pdescobar, I can finally edit radio stations biggrin.gif


Dillyracer
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#87

Posted 17 January 2006 - 06:23 PM Edited by Dillyracer, 17 January 2006 - 07:46 PM.

I got it running, but i insert just the same as in the readme to extract GENRL, but it always give an error

nvm, i solved it, now lets get that skyline running tounge.gif

i did everything in the manual to export it but now i am having a new problem :
There isn't any sound in the main menu and when loading it crashes

I saved the 2 sounds for the elegy, Accel and Down, the sound002 i didn't record yet, and i saved them as a wav
with gold wave
MPEG LAYER -3 16kbit/s, 16,000 Hz, Mono

i tought this one is right ?


BMWPower
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#88

Posted 17 January 2006 - 07:43 PM

QUOTE (Dillyracer @ Jan 17 2006, 18:23)
I got it running, but i insert just the same as in the readme to extract GENRL, but it always give an error

nvm, i solved it, now lets get that skyline running tounge.gif

another problem now, i did everything in the manual to export it but when i do i get this :http://users.telenet.be/Dillyracer/Problem.JPG

notify.gif
What is this:
c:\temp\saat\GENRL\Acceleration
???

Dillyracer
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#89

Posted 17 January 2006 - 07:47 PM

I saved the 2 sounds for the elegy, Accel and Down, the sound002 i didn't record yet, and i saved them as a wav
with gold wave
MPEG LAYER -3 16kbit/s, 16,000 Hz, Mono

i tought this one is right ?

i solved the previous problem, and that isn't weird, i did that like in the readme.

Craig Kostelecky
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#90

Posted 17 January 2006 - 07:58 PM

Is there any chance we'll see a GUI in a later version? There's still some people who are very experienced with computers that don't really feel comfortable with command line run programs (yeah, I'm one of those types blush.gif )




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