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pdescobar

[WIP] San Andreas Audio Toolkit (SAAT)

Recommended Posts

Tim_uh60

Ok think this is my reason why I can't import my file cuase I change the audio files in one of the bank and it doesn't match the ini but I don't know where what goes so here all my file info just incase my file can't work and the file I'm replacing.

my file

Bit Rate 705kbps

Audio sample size 16 bit

channels 2(stereo)

Audio sample rate 22kHz

Audio formate PCM

 

ini file

sound_004.filename = Bank_132\sound_004.wav

sound_004.sample_rate = 8000

sound_004.unknown_16 = 400

sound_004.unknown_32 = 0

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pdescobar

 

Ok think this is my reason why I can't import my file cuase I change the audio files in one of the bank and it doesn't match the ini but I don't know where what goes so here all my file info just incase my file can't work and the file I'm replacing.

my file

Bit Rate    705kbps

Audio sample size 16 bit

channels 2(stereo)

Audio sample rate 22kHz

Audio formate PCM

 

ini file

sound_004.filename = Bank_132\sound_004.wav

sound_004.sample_rate = 8000

sound_004.unknown_16 = 400

sound_004.unknown_32 = 0

I see one problem immediately. Your replacement sound is sterero (2 channels). Quoting the SAAT Manual, under Notes on Import Formats, Sound Effects

 

the most important thing is that it is a mono sound. If you have a stereo sound, you must mix it down to a single channel before you import it. Otherwise, in the game it will play at half speed.

So you will need to mix it down to mono in a sound editor first. You may eventually need to alter the replacement sound to a sample rate closer to the 8khz the original file was since San Andreas does some serious manipulation of engine sounds, but that is probably better left until after testing it in-game.

 

Now take this file of yours, name it "new_sound_004.wav" and then place it in the same folder as the sound you are replacing (probably c:\temp\saat\GENRL\Bank_132).

 

Now backup the INI file to a new name or location then open the INI, and find the line that says:

sound_004.filename = Bank_132\sound_004.wav

and change this line to say:

sound_004.filename = Bank_132\new_sound_004.wav

 

You can leave all the other sound_004 entries alone. At this point, backup your BankLkup.dat file if you haven't already (and GENRL as well if you don't mind using the space) and run the import. When you do, SAAT will pick up the sample rate and the fact that it is 16-bit by reading the WAVe header and will store this information in the bank header.

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Tim_uh60

ok I guess that wasn't my problem but it would of been but here my problem.

user posted image

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shoja_ickhi

Hello.

I will happily use SAAT.

The answer did not come though it inquired of the author in mail.

Please let me question from the above-mentioned reason here.

 

*Please forgive strange English of the machine translation.

 

It is not reproduced according to the image though the report of gunsound file (Bank137) of GTASA will be changed in using SAAT. To be specific, it came, tone quality deteriorated, and the sound was lowered. How should I do to solve this?

 

We will wait for the answer. colgate.gif

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pdescobar

@Tim_uh60: The syntax of the import command is different than the export command; there are examples in the documentation.

 

In your specific case, I'm assuming these values from before:

SA game directory: c:\program files\rockstar games\gta san andreas

SAAT install directory: c:\program files\rockstar games\gta san andreas\saat

source import directory: C:\temp\saat\GENRL

 

And the commands to use would be:

 

cd "c:\program files\rockstar games\gta san andreas\saat"

 

saat_sfx -i ..\audio\SFX\GENRL c:\temp\saat\GENRL\sfx_import.ini ..\audio\CONFIG\BankLkup.dat

 

As with before, please note that each command is all on one line; the web browser might break it up into a couple lines, but you type it as one command. And that each colored piece is separated by a space. And make sure you backup the BankLkup.dat and GENRL archive first in case something goes wrong.

 

Also, please consider cropping your screenshots or using thumbnails/links to avoid stretching the page too much.

 

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

 

@shoja_ickhi: This topic is the best place for feedback & questions; the spam filters on my email are really bad and stuff constantly gets routed wrong. As for your problem, gun sounds in the game are actually a mix of two different sound files. Here are some tips from user tzesun:

 

 

About the gunshot sounds - I found out to avoid the gunshot sound changing pitch way too much in game whilst firing (very noticable with full auto, especially the assault rifles) both sound files (each gunshot sound effect uses 2 wav files) need to be a different pitch (when tested with the default ones, swapping the sound round made no difference, though using the same unedited sound for both shots caused the changing pitch effect in game). So make sure that both the sounds are different pitches.

 

Found out somemore stuff about editing the gunshot sounds. It can be more desireable to use higher quality sound formats (44100 seems to work very well) in the game, the pitch doesn't change nearly as much plus the sounds sound much richer and close to the original wave sound. Now if only someone could figure out how to change the way the engine resamples and reverbs the sound so they don't sound so weird in the game. Would have been more resourceful on the system to just play the sound as it is instead of doing all that reverb crap, that's probaly why GTA: SA struggles so much with sound effects.

 

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GTA_Gangsta'

all this is the same on mine

 

SA game directory: c:\program files\rockstar games\gta san andreas

SAAT install directory: c:\program files\rockstar games\gta san andreas\saat

source import directory: C:\temp\saat\GENRL

 

and when i tried the code u put it got farther saying INI file values are ok, but then it says error opening look up file

 

EDIT: nvm i just used the lines in your manule and it works fine, thanks and awsome confusing program lol

Edited by GTA_Gangsta'

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_*-*B-Man*-*_

Can Somwone make a Dutch Reame for how i can make a radiostation

Quz i cant read this English

 

Im Just 12 biggrin.gif

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ZAZ

Jo man, excellent work for the GTA community rahkstar2.gifcookie.gif

 

I wonna release now a musik mod

(modified AMBIENCE for musik in lokations and BEATS to use it with main mod)

 

I wonna put your saat-files into the download package.

Would you give me permission ?

(Of course I´ll add a credit to you)

 

The reason for to do it by this way is:

 

By copy the modified files BEATS and AMBIENCE and all the sound config files,

to use them again after a fresh Install of SA, the game became instabelity.

 

So I wonna release *.ogg files with the saat-files

and an Install-batch:

(aktually in germ. lang.)

 

set GTASA=C:\Programme\Rockstar Games\GTA San [email protected] offIF exist "%GTASA%\*.*" goto WeiterIF NOT exist "%GTASA%\*.*" goto AMWAY:AMWAYset GTASA=C:\Program Files\Rockstar Games\GTA San AndreasIF exist "%GTASA%\*.*" goto WeiterIF NOT exist "%GTASA%\*.*" goto Dircheck:DircheckECHO PfadeingabeECHO ------------------------------------------------------------------ECHO.ECHO !!!-GTA-SAN ANDREAS konnte nicht gefunden werden-!!!ECHO.ECHO Trage den Verzeichnispfad des Spiels von Hand in die INSTALL_MUSIK.bat ein!ECHO.ECHO.ECHO Das geht so:ECHO.ECHO Aendere INSTALL_MUSIK.bat in INSTALL_MUSIK.txt und bestaetige mit JAECHO Oeffne dann INSTALL_MUSIK.txt mit dem Text-EditorECHO.ECHO Ueberschreibe den Eintrag:ECHO set GTASA=C:\Programme\Rockstar Games\GTA San AndreasECHO mit dem Pfad Deines SA-Installationsverzeichnis:ECHO.ECHO set GTASA=[Laufwerk]:\[GTA_SA_INSTALLATIONSVERZEICHNIS]ECHO.ECHO Speichere ab und aendere INSTALL_MUSIK.txt wieder in INSTALL_MUSIK.batECHO Fuehre die Installation erneut ausECHO ------------------------------------------------------------------Pfadeingabe.txtgoto ENDE:WeiterATTRIB -r "%GTASA%\*.*" /Smkdir "%GTASA%\SANAUDIO"ECHO Verzeichnis %GTASA%\SANAUDIO wurde erstelltECHO.ECHO Sound-Dateien werden [email protected] onXCOPY "*.*" "%GTASA%\SANAUDIO"move "%GTASA%\SANAUDIO\saat_stream.exe" "%GTASA%"move "%GTASA%\SANAUDIO\saat_sfx.exe" "%GTASA%"move "%GTASA%\SANAUDIO\metadata-full.ini" "%GTASA%"move "%GTASA%\SANAUDIO\metadata-generic.ini" "%GTASA%""%GTASA%"\saat_stream -i "%GTASA%"\audio\streams\AMBIENCE "%GTASA%"\SANAUDIO\stream_import1.ini "%GTASA%"\audio\CONFIG\TrakLkup.dat"%GTASA%"\saat_stream -i "%GTASA%"\audio\streams\BEATS "%GTASA%"\SANAUDIO\stream_import.ini "%GTASA%"\audio\CONFIG\[email protected] offECHO.ECHO.ECHO.ECHO.ECHO Die Installation ist abgeschlossenECHO.ECHO.ECHO.ECHO Bestaetige bitte mit J und EingabeECHO um die nun nicht mehr benoetigten zwischengelagerten Daten zu entfernen!ECHO.del "%GTASA%"\SANAUDIO\*.*del "%GTASA%"\saat_stream.exedel "%GTASA%"\saat_sfx.exedel "%GTASA%"\metadata-full.inidel "%GTASA%"\metadata-generic.inirmdir "%GTASA%"\SANAUDIOECHO okgoto wait:waitPause:ENDECD \

 

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pdescobar
I wonna put your saat-files into the download package.

Would you give me permission ?

(Of course I´ll add a credit to you)

 

The reason for to do it by this way is:

 

By copy the modified files BEATS and AMBIENCE and all the sound config files,

to use them again after a fresh Install of SA, the game became instabelity.

 

So I wonna release *.ogg files with the saat-files

and an Install-batch:

 

I can see how releasing the full modified streams and lkup file could be problematic, so a batch file like that seems a reasonable approach. The license grants full distribution rights for the tool as it is GPL'd, but I appreciate you asking. As long as your download contains the complete SAAT package (including documentation, license, and source) I have no objections at all. biggrin.gif

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ZAZ

 

I can see how releasing the full modified streams and lkup file could be problematic, so a batch file like that seems a reasonable approach. The license grants full distribution rights for the tool as it is GPL'd, but I appreciate you asking. As long as your download contains the complete SAAT package (including documentation, license, and source) I have no objections at all. biggrin.gif

Ok pdecobar, thanks

I´ll add your site

http://pdescobar.home.comcast.net/gta/saat/

with the Acknowledgements

and the COPYING.txt

to download file

and add some more credits to the people of the Acknowledgement

 

I´ll come back and post a link to the file when it is online

xmas.gif

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Tim_uh60

Ok I put in my audio for the helicopter but in the game for some reason when I get in my chopper and then I get out cjs footstep sound is all messed up and I was wondering if you ever had this problem if how to fix it?

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pdescobar
Ok I put in my audio for the helicopter but in the game for some reason when I get in my chopper and then I get out cjs footstep sound is all messed up and I was wondering if you ever had this problem if how to fix it?

Haven't heard of that one before; is it just his footstep sounds which exhibit a problem, or do other sfx have issues too?

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pdescobar
yup just just his footsteps. Maybe I can send you the file and you could hear it for yourself? Heres the link with the original files before going to mono.

http://rapidshare.de/files/23441701/Sound.rar.html

OK, I'll take a look, but I'm not on a comp with San Andreas right now and probably won't be able to test until late tonight/early tomorrow. What bank/sounds to these two files replace and which copter uses them?

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Tim_uh60

Bank 079 its the maverick

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pdescobar

The Good News is I can reproduce the problem. Using the two sounds you provided for the Maverick, the footsteps definitely sound wrong after those sfx play. The Bad News is I don't have a real good idea why, but I'll experiment a bit if I have time.

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dertyjerzian

thank you jesus. Dear dear jesus. lol.

 

This is wonderful. Ask anyone... I galavanted around for weeks begging for someone to figure these new audio ways out when saPC came out.

 

Cant wait to have the things I work on in game ... smile.gif

 

hot sh*t. Respect +

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gta-gt

I'm still having trouble with importing music into the game's radio stations. I've tried bit rates from 56 to 150 kbps, stereo, and a 32000Hz sample rate. I cut the first and last 10 seconds out of my song for the intro and outro. No matter what I do, the song will not play while in a vehicle. It will only play in the audio option menu, and even then once the song ends the radio does not continue on to the next song. For anyone who has successfully imported music into the game's radio stations, can you please tell me step by step how you imported your music? Include bit rates, sample rates, length of intro/midsection/outro, etc. Thanks.

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pdescobar
I'm still having trouble with importing music into the game's radio stations. I've tried bit rates from 56 to 150 kbps, stereo, and a 32000Hz sample rate. I cut the first and last 10 seconds out of my song for the intro and outro. No matter what I do, the song will not play while in a vehicle. It will only play in the audio option menu, and even then once the song ends the radio does not continue on to the next song. For anyone who has successfully imported music into the game's radio stations, can you please tell me step by step how you imported your music? Include bit rates, sample rates, length of intro/midsection/outro, etc. Thanks.

Can you detail exactly which streams and which tracks in those streams you are modifying? The more details the better; if you think it's too much info to post, PM it to me. The dead air bug really isn't understood very well, and the more I know about what you are doing when you get it, the better chance I have to figure out what goes wrong and how to fix or at least avoid it.

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gta-gt

I tried to replace several tracks in the audio\streams\MR directory - Tracks 138-144 which make up Alice In Chains' "Them Bones" on Radio X and Tracks 145-147 which make up STP's "Plush". I tried replacing each of these songs with the Red Hot Chili Peppers' "Give It Away" which is roughly a minute longer than either song. I tried replacing one track at a time, then I tried replacing all tracks, and the result is always the same.

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RainingAcid

I'm guessing there isn't a windows port.

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pdescobar
I'm guessing there isn't a windows port.

You're guessing incorrectly. The source code should compile on any platform which is supported by libsndfile and libvorbis. All development is done on Windows under cygwin and MinGW; the precompiled binaries in the release package are tested on both Win98 & XP and should run under any modern version of Windows.

 

On the other hand, it is a command-line program and must be run from the Windows Command Prompt. If you are using the wrong terminology and actually guessing that there is currently no version with a Graphical User Interface, that is correct.

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RainingAcid

 

bored.gif All I need was a simple yes or no....

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creative madman

he was simpley explaining it so you'd understand. becuase what you download now, IS a windows port. as such as it works in windows

 

 

follow the insturctions found on these pages and its easy as.

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Mr Cheater

i have made an graphic user interface for your saat. But it is in german. I can translate it in to english.

 

with this tool it is easier to extract the sounds and extract the streams. I Want to programming import possibilities.

 

sorry for my bad english! i am german... cookie.gif

 

 

a link to the download (german...) deleted

 

only click on 'Download starten' and the download starts... i will bring an english version of this tool.

 

 

€: Here you are: cookie.gif link cookie.gif

Edited by Mr Cheater

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Cran.

Never knew you made such a program! Anyway, I want to export all the sounds from GENRL, but there's no lookup file for genrl. Well, atleast I don't think there is! mercie_blink.gif Help me here? tounge.gif There's bamboo in it for you wink.gif

Edited by Cran.

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pdescobar

 

Never knew you made such a program! Anyway, I want to export all the sounds from GENRL, but there's no lookup file for genrl. Well, atleast I don't think there is! mercie_blink.gif Help me here? tounge.gif There's bamboo in it for you wink.gif

The Banklkup.dat is the lookup file for all the SFX archives, including GENRL. Take a look at the example from this post.

 

@Mr Cheater: Thanks, I got it that time. I'll try and give it a look before I leave for vacation tomorrow, but probably won't be able to test it out thoroughly until I get back at the end of the month. Your effort and contrivution is appreciated however. smile.gif

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Cran.

Oh, now I get it. Thanks.

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