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spaceeinstein

[III,VC] SFX Files Archive

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

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pdescobar

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.

Edited by pdescobar

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Ben

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.

Edited by benisablink182fan

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Blackadder.

 

sfx00021 - sfx00022 = *unknown

 

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

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Jerre

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

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Ben

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.

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Jerre

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

 

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proevofanatik

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

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il_86

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...

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ceedj

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.

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il_86

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

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SteaVor

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

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Ben

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.

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il_86

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) - Car’s 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 – 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;)

 

 

 

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CrownVictoriaCop

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.

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pdescobar

 

///////////////////////////////////////  GTA Vice City archive  //

...

sfx00267 = phone ring

Did you try that one too?

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CrownVictoriaCop

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

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pdescobar

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

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CrownVictoriaCop

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.

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smallcombe

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 can’t seem to find it anywhere cry.gif …. thnx turn.gif

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spaceeinstein

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

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Deji

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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womencigart

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. Shifty41s_beerhatsmilie2.gif

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ALMOST610

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

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Spiderman3339

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

Edited by Spiderman3339

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spaceeinstein

 

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.

 

 

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

Edited by spaceeinstein

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HackMan128

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?

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w35l3y

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?

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spaceeinstein

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.webs.com/SFXsxript.txt

 

Onto GTA 3 cry.gif

Edited by spaceeinstein

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