Topic: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS  (Read 12547 times)

0 Members and 2 Guests are viewing this topic.

Captain KoraH

  • Guest
QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« on: October 11, 2003, 05:22:03 pm »
What exactly is the formula used to get the sounds to work? We've asked the question a few times and never got any kind of answer at all. Is it proprietary and we just have to use enourmous .wav files if we want to replace any sounds or what?  

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #1 on: October 11, 2003, 05:48:24 pm »
Capt.

The procedure for adding goes like this in my mod...

There is some new audio here as well. Look in a directory called Dominion Wars audio in your game directory, and the sounds and voices to your game per these instructions:

To install the new audio... use Winzip with no compression. Open Winzip and Windows Explorer at the same time. Browse to your game directory and look for the 'Dominion Wars Audio' folder. Open up the folder inside there called SFCVoice. In Winzip open the file assets\sound\SFCVoice.zip. Drag all the sounds in the SFCVoice Folder into the zip file, making sure compression is set to none ('store' if using Winrar). Add the files.  Done.

Do the same for the SFCSounds. Open up SFCSounds.zip in Winzip.

I made the Fed Phaser audio into something really cool using some BC audio from that Nemesis Sovereign. Almost feels like BC, lol.

Is this what you were looking for Captain? File size does not matter, and you can use mp3 format as well.
 
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #2 on: October 11, 2003, 07:56:35 pm »
huh? so you have been able to get new sounds and music into sfc3? your kidding me! we need to talk.. could you write down the instructions in a .txt file er word doc and zip it up and email it to me. this is what i need to replace the stock/nontrek music in sfc3!

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #3 on: October 11, 2003, 08:07:00 pm »
not the music - yet - I was working on that - Turns out each file in the music.zip has a signature on it that identifies the author.  It seems that if that signature isn't there - CTD! lol.

I have added several new sounds and voices - music still evades me.  Praxis and I went at this last winter, and couldn't get it. I went so far as to download a program that reads the signature on the music file

There are 2 ways to do it - adding files with the exact same name and overwriting the stock ones, or adding entirely new file names and changing sounds.txt to point to the new audio. I prefer the new files method, as some people get antsy at the idea of the original stuff being gone.
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Komodo

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #4 on: October 11, 2003, 09:12:25 pm »
What I'd like to know is how to toss the music files in #3 and get away with it...it works in EAW & OP...

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #5 on: October 11, 2003, 09:57:42 pm »
cant wait to be able and fix the music.. could we create our own music file and point to it? im guessing no.

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #6 on: October 11, 2003, 10:27:00 pm »
NO - tried that.

CRASH!  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #7 on: October 12, 2003, 12:28:49 am »
Ok here is the deal so far as I have found:

Without trying to sound arrogant let me say I already knew all you said about replacing the sound files in the zip. Thanks for being thorough though, I appriciate it.


SOUNDS

I tried to replace Klingon_Disruptor.mp3 with a file of my own called Klingon_Disruptor.mp3 and the sound would not play. I tried changing the sound to a .wav file and editing the Sounds.txt file to point to it and it worked. However, the .wav format is cumbersome when multiple ships are firing multiple wepaons simultaneoously, the game stutters. I have tried about 19 different .mp3 formats unsuccessfully. Only the .wav sounds will play for me. Also, It seems that not all the sounds in SFC3 are the same format to begin with. Some are 44100Khz and some appear to be 22050Khz. I have had no luck finding one .mp3 format that will work for all sounds. If you know of one please let me know! I tried making the sound length identical, in the case of the klink disruptor, it's 0.836, and no luck.


MUSIC

in addition to your "watermark" problem, there is no listing that I can see for the music files contained in the SFCMusic.zip file in the Sounds.txt file, so even if you could make them play, I'm not sure how you would make the game recognize them. It appears that the 4 tracks per race are hard coded, so the "watermark" might be as well. With any mp3 encoder you should be able to change that signiture. The problem is, if you change it or if it's not present, the game may not recognize the file.



These reasons are why I started this thread. Someone at Taldren knows what the deal is. My guess is that it's Scott Bruno since his name is  on the Sounds.txt file. I'd just like to know what the deal is so I can stop wasting my time if there is no way to do it.  
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

TheBigCheese

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #8 on: October 12, 2003, 04:01:54 am »
When I created my sound mod, I noticed you had to make the files the exact same type and the exact same length or they would not work  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #9 on: October 12, 2003, 11:59:00 pm »
Well maybe there is something I'm overlooking, but when I exchanged the file

Klingon_Disruptor.mp3  


...which is exactly 0.836 in length and 44100Hz mono 128bit mp3 file for one of the exact same type and length, it will not play. Maybe you would try replacing that sound for me and see if it works for you? Maybe it's just my software? If I replace it with a .wav and edit the Sounds.txt file, it plays just fine.  
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

Jester_OC

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #10 on: October 13, 2003, 02:35:40 am »
Sorry this is only fuzzy memories now.  But I THINK we had problems with anything but a very specific MP3 encoder (which one I don't know).  I think DF or SB may have added some files.  Sean Dumas was in charge of sound.  If someone who got it to work could mention the encoder he/she is using that MAY help.

Then again these are fuzzy memories.

Jester_OC
 

TheBigCheese

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #11 on: October 13, 2003, 02:42:48 am »
I think you have to edit the sound file and delete the klingondis.wav and just leave klingondis.mp3.  

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #12 on: October 13, 2003, 09:50:02 am »
any help would be useful jester.. i cant wait to plug in the nemisis romulan theme and other stuff.

The_Pelican

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #13 on: October 13, 2003, 10:31:50 am »
The best thing you can do Korah is to downgrade the .wav files, that what I had to do. I think the ones in the DW Mod are something like 11Khz mono (or something like that), pretty low in english. Still sounds better than the original game sounds though!!!

I know you need an MPEG 1.0 Layer 3 encoder, but I can't find one, all the ones I have are MPEG 2.0. You need to make sure there are no ID3 tags as well.
« Last Edit: October 13, 2003, 10:34:53 am by The_Pelican »

David Ferrell

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #14 on: October 13, 2003, 11:26:22 am »
Quote:

Sorry this is only fuzzy memories now.  But I THINK we had problems with anything but a very specific MP3 encoder (which one I don't know).  I think DF or SB may have added some files.  Sean Dumas was in charge of sound.  If someone who got it to work could mention the encoder he/she is using that MAY help.

Then again these are fuzzy memories.

Jester_OC
   




I did some research into the music files and here is what I found:

All music must be of the same frequency.

The files that are played are called directly from the source, so you must
name any new files with the name of the music file they replace.

I'll have more info on the header format later but it seems all the info
is in the first 4 bytes.

Thanks,

Dave  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #15 on: October 13, 2003, 01:12:45 pm »
Woo Hoo! We may be getting somewhere now!

I suspected the music files were hard coded since there is no mention of them in the Sounds.txt file. At least I was right about something  

As for mpeg layer1, I'm not so sure about that. I think probly that getting the header right, as Chris Jones and Dave are talking about here, is the key. That header cannot contain the entire watermark though if it's only 4 bytes. So now we know that the watermark is probly not the key either.

It's about time we made some progress in this area. Thanks to everyone who is contributing. No suggestion is too obscure, you never know what it might dislodge in someone's memory and reveal the key to success!

Towelie

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #16 on: October 14, 2003, 04:11:07 pm »

   I've already done both sound and music months ago, I didn't know this was an issue. I remember having trouble, but got through it. David is right, I remember I had to convert the MP3 to the EXACT same format as the original. I think I used cool edit. Cannot remember if it was MP3 or wav. Think it was MP3. I am faiirly certain it was the bit rate that was screwing me up.


   If you are still having trouble with it let me know. I will try and reproduce it and remember this time. I didn't realize my copy of SFC3 has the only customized music in it.  

Towelie

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #17 on: October 14, 2003, 04:13:54 pm »

  Yes, I confirmed they are MP3s. My new music file is 27 megs compared to the original 15 and it all works fine.

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #18 on: October 14, 2003, 08:08:07 pm »
If you could post some specifics on exactly what software you used and exactly how you did it we would all be extremely grateful Towelie. I'm looking for Cool Edit now but it appears the makers were assimilated by Adobe and you can't get Cool Edit anymore.  

Chris Jones

  • Guest
Good News!
« Reply #19 on: October 14, 2003, 10:39:01 pm »
Well this is good news - although I tried exactly what Towelie is describing - I used a big file in the exact same format and replaced the fed ambient - Crash!

I shortened the file size to near the equal of the original. the game worked, but my new music file did not play. silence. I used Cool Edit.

I am very interested in finding out his exact procedure. !

 

Towelie

  • Guest
Re: Good News!
« Reply #20 on: October 15, 2003, 12:56:16 am »

   Okay, I will figure out what I did. It will have to wait untill I get home tommarow. I have the new music file, not sure if I can send a 27 meg file to anyone interseted, although I do have broadband.

   I really don't remember how I did it except that I used Cool Edit and Winzip.

  BTW, I do remember that not storing it right gave me alot of problems. You can't just zip it. You have to make sure it's stored without using compression. That was one of my mistakes. And WINRAR won't work, it has to be WinZip. I also remember that it has to be a bitrate of 128k. Also a private bit was set in the file, whatever that is. I will know tommarow. I will find an MP3 and add it into the music and redo the music zip file again.


 

ActiveX

  • Guest
Re: Good News!
« Reply #21 on: October 15, 2003, 01:33:26 am »
Quote:

And WINRAR won't work, it has to be WinZip




Or PowerArchiver...

Jester_OC

  • Guest
Re: Good News!
« Reply #22 on: October 15, 2003, 03:02:41 am »
SFC is very very picky about that it considers an MP3.

The first four bytes of the file contain frameheader info that SFC uses to determin if it will try to play it

FF FA 00 00 I think

Which should stand for FrameSync, MP3 Version 1, Layer 3

Anyone care to check that  out to see if it is correct. I have to go to bed.

 

Captain KoraH

  • Guest
Re: Good News!
« Reply #23 on: October 15, 2003, 04:46:53 am »
When I open Fed_01_main.mp3 in a hex editor, the first 4 bytes pairs are:  FF  FB  90  40
Those are the same as other mp3 files I open in my hex editor. After that comes a string of other bytes that are identical in all the SFC3 music files, after whish it goes into the jibberish of hex code. My mp3 file I made with Goldwave actually had goldwave website info hex coded into the mp3 file! I tried replacing this stuff with a copy/paste of the identical string from SFC3 music files, and played it in winamp. It played fine. I then stuck it (Fed_01_Main.mp3) back into the SFCMusic.zip file, with no compression. started SFC3, and Fed_04_ambient.mp3 started playing as usual. Went into skirmish mode and when Fed_01_Main.mp3 was supposed to play at mission start, the game crashed. I think this is definitly the problem, but how to fix it is beyond me.
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

Chris Jones

  • Guest
Re: Good News!
« Reply #24 on: October 15, 2003, 09:40:07 am »
It figures - I used WinRar.

I shall try with Winzip later today.

Jester_OC

  • Guest
Re: Good News!
« Reply #25 on: October 15, 2003, 09:53:24 am »
OK that header is good (It ANDs thoses bytes), at least we know it is trying to play the files when it crashes.  

Karnak

  • Guest
Re: Good News!
« Reply #26 on: October 15, 2003, 10:30:31 am »
I became tired of the constant looping of the scanning sound when you use deep scanners. So, I went into the sounds.txt file and found the Scanning sound entry.  In the loop column you will see "y".  Change that to "n" and the constant scanning sound will go away when you use deep scanners.

You can do similar operations in OP to control the looping ESG sounds by finding all the ESG sound entries in OP's sounds.txt file and changing the "y" to "n".

Towelie

  • Guest
Re: Good News!
« Reply #27 on: October 15, 2003, 10:37:18 am »

   Just a note before I goto work, I never used a hex editor. I just used Winzip and Cool Edit. I'll give you the answers you need when I get back, in about 10 hours

Chris Jones

  • Guest
Re: Good News!
« Reply #28 on: October 15, 2003, 09:15:15 pm »
Ok - Used Cool Edit and Winzip - File size was close to the original - The game played ok, just no new audio. I tried to replace the Fed Ambient with the DS9 Theme. Silence.

I await Towelie's results.  

Towelie

  • Guest
Re: Good News!
« Reply #29 on: October 15, 2003, 09:19:11 pm »
Quote:

Ok - Used Cool Edit and Winzip - File size was close to the original - The game played ok, just no new audio. I tried to replace the Fed Ambient with the DS9 Theme. Silence.

I await Towelie's results.  




  I JUST now got home. Give me a little while and I will figure out what I did.
  File size isn't important. Mine grew by 12 megabytes.  

Towelie

  • Guest
Re: Good News!
« Reply #30 on: October 15, 2003, 09:44:11 pm »
 
   Okay, I have failed to duplicate it so far. I still have the altered ones working perfectly. I will remember what I did soon. If anybody wants the altered file, let me know and I will send it.

  I will duplicate it again. I just forgot how I did it  

Towelie

  • Guest
Re: Good News!
« Reply #31 on: October 15, 2003, 10:28:37 pm »
GOT IT!!!

   I had to reconvert the MP3 using the Creative Playcenter. Cool Edit won't do it right. But I used Creative Playcenter to convert an MP3 to WAV, then back to an MP3. I then used WINZIP to store it in the SFC3MUSIC.ZIP (after renaming it to replacement MP3 file in SFC3MUSIC). And that's it. Creative Playcenter (or an MP3 encoder that will convert it to a compatible format).

    Anyone having trouble still, PM or e-mail me and we'll work out a solution. Maybe I can encode it for you and send you an MP3 in the proper format.

    NOW ALL OF YOU INFERIOR WEAKLINGS BOW TO MY SUPERIORITY!!!  (J/K)
« Last Edit: October 15, 2003, 10:30:53 pm by Towelie »

Chris Jones

  • Guest
Re: Good News!
« Reply #32 on: October 15, 2003, 10:43:24 pm »
BOW

BOW

BOW

I HAVE BOWED, LOL.
 

Turns out Creative Play Center 2 came with my Dell - Oh Boy.. Never thought to use that..

Trying a conversion now...
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Chris Jones

  • Guest
Re: Good News!
« Reply #33 on: October 15, 2003, 11:12:24 pm »
Ok then the man is a genius..

turns out my Playcenter could not convert to wav.

I used music match jukebox to convert to wav -- then back to mp3

AND IT WORKED!

the conversion to wav must wipe out the offending bits that cause the crash..

I now have the DS9 Theme (Rock Version) as my ambient music. KInda - more like - WAY KOOL!

I predict several music mods for SFC3 in the making starting NOW!, lol.

Nice job Towelie and thanks for sharing.. I'm glad that Capt. Korah brought this up again.

 

Towelie

  • Guest
Re: Good News!
« Reply #34 on: October 15, 2003, 11:15:41 pm »
Quote:

Ok then the man is a genius..

turns out my Playcenter could not convert to wav.

I used music match jukebox to convert to wav -- then back to mp3

AND IT WORKED!

the conversion to wav must wipe out the offending bits that cause the crash..

I now have the DS9 Theme (Rock Version) as my ambient music. KInda - more like - WAY KOOL!

I predict several music mods for SFC3 in the making starting NOW!, lol.

Nice job Towelie and thanks for sharing.. I'm glad that Capt. Korah brought this up again.

 




  I'm glad I've got time to invest into SFC again and started reading in here again. I just assumed people already modded the music in SFC3

L0vetobowl

  • Guest
Re: Good News!
« Reply #35 on: October 16, 2003, 12:20:04 am »
We're not worthy! We're not worthy!  

Jester_OC

  • Guest
Re: Good News!
« Reply #36 on: October 16, 2003, 02:21:20 am »
Too bad my fuzzy Mem could not remember what tool we used, but hey I never did any of that stuff, I just remember we had the same problems.  Congratulations.  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #37 on: October 16, 2003, 08:08:08 am »
Well I'll be damned! We actually solved the mystery! Thanks to all the help and suggestions from everyone! Now the entire community can benefit from our discovery! Thanks especially to Towelie for his L33t SkilZ!

Klingon Fanatic

  • Guest
Re: Good News!
« Reply #38 on: October 16, 2003, 10:14:40 am »
Congradulations!

We could use a good TMP era sound mod. My Preference would be to have the SFC1 soundtrac ported to SFC3 if possible.

Qapla!

KF
 

NannerSlug

  • Guest
Re: Good News!
« Reply #39 on: October 16, 2003, 10:32:05 am »
where can i get a copy of what is it? (sorry got confused.. match player?) please let me know asap! I have plans!
« Last Edit: December 31, 1969, 06:00:00 pm by NannerSlug »

David Ferrell

  • Guest
Re: Good News!
« Reply #40 on: October 16, 2003, 10:56:15 am »
http://www.musicmatch.com/

There is a free basic version and a Pro version.

The files we received were in the correct format and just worked(tm)
for us (or Activision fixed them).

Thanks,

Dave  

NannerSlug

  • Guest
Re: Good News!
« Reply #41 on: October 16, 2003, 11:01:25 am »
Quote:


I used music match jukebox to convert to wav -- then back to mp3  




okay.. i just tried this and phooey.. no sound..  i have to get some other things done.. but i want to revisit this later tonight.. oh baby do i have plans.. if i run into too many problems i might give you chris - or towlie a yell!

Chris Jones

  • Guest
Re: Good News!
« Reply #42 on: October 16, 2003, 11:18:21 am »
Nanner -

The SFC3 Music looks to be in

44100 Sample Rate, 16 Bit Stereo.


Any new files have to be converted to that format..

Chris

NannerSlug

  • Guest
Re: Good News!
« Reply #43 on: October 16, 2003, 11:37:06 am »
edit: yes it does.. now what? or should i send you a link and see what you can do with it?
« Last Edit: December 31, 1969, 06:00:00 pm by NannerSlug »

Chris Jones

  • Guest
Re: Good News!
« Reply #44 on: October 16, 2003, 12:04:14 pm »
yup send it along.. I'm home for a while today, doing other work on the puter - I'll squeeze it in.

 

Captain KoraH

  • Guest
QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #45 on: October 11, 2003, 05:22:03 pm »
What exactly is the formula used to get the sounds to work? We've asked the question a few times and never got any kind of answer at all. Is it proprietary and we just have to use enourmous .wav files if we want to replace any sounds or what?  

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #46 on: October 11, 2003, 05:48:24 pm »
Capt.

The procedure for adding goes like this in my mod...

There is some new audio here as well. Look in a directory called Dominion Wars audio in your game directory, and the sounds and voices to your game per these instructions:

To install the new audio... use Winzip with no compression. Open Winzip and Windows Explorer at the same time. Browse to your game directory and look for the 'Dominion Wars Audio' folder. Open up the folder inside there called SFCVoice. In Winzip open the file assets\sound\SFCVoice.zip. Drag all the sounds in the SFCVoice Folder into the zip file, making sure compression is set to none ('store' if using Winrar). Add the files.  Done.

Do the same for the SFCSounds. Open up SFCSounds.zip in Winzip.

I made the Fed Phaser audio into something really cool using some BC audio from that Nemesis Sovereign. Almost feels like BC, lol.

Is this what you were looking for Captain? File size does not matter, and you can use mp3 format as well.
 
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #47 on: October 11, 2003, 07:56:35 pm »
huh? so you have been able to get new sounds and music into sfc3? your kidding me! we need to talk.. could you write down the instructions in a .txt file er word doc and zip it up and email it to me. this is what i need to replace the stock/nontrek music in sfc3!

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #48 on: October 11, 2003, 08:07:00 pm »
not the music - yet - I was working on that - Turns out each file in the music.zip has a signature on it that identifies the author.  It seems that if that signature isn't there - CTD! lol.

I have added several new sounds and voices - music still evades me.  Praxis and I went at this last winter, and couldn't get it. I went so far as to download a program that reads the signature on the music file

There are 2 ways to do it - adding files with the exact same name and overwriting the stock ones, or adding entirely new file names and changing sounds.txt to point to the new audio. I prefer the new files method, as some people get antsy at the idea of the original stuff being gone.
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Komodo

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #49 on: October 11, 2003, 09:12:25 pm »
What I'd like to know is how to toss the music files in #3 and get away with it...it works in EAW & OP...

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #50 on: October 11, 2003, 09:57:42 pm »
cant wait to be able and fix the music.. could we create our own music file and point to it? im guessing no.

Chris Jones

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #51 on: October 11, 2003, 10:27:00 pm »
NO - tried that.

CRASH!  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #52 on: October 12, 2003, 12:28:49 am »
Ok here is the deal so far as I have found:

Without trying to sound arrogant let me say I already knew all you said about replacing the sound files in the zip. Thanks for being thorough though, I appriciate it.


SOUNDS

I tried to replace Klingon_Disruptor.mp3 with a file of my own called Klingon_Disruptor.mp3 and the sound would not play. I tried changing the sound to a .wav file and editing the Sounds.txt file to point to it and it worked. However, the .wav format is cumbersome when multiple ships are firing multiple wepaons simultaneoously, the game stutters. I have tried about 19 different .mp3 formats unsuccessfully. Only the .wav sounds will play for me. Also, It seems that not all the sounds in SFC3 are the same format to begin with. Some are 44100Khz and some appear to be 22050Khz. I have had no luck finding one .mp3 format that will work for all sounds. If you know of one please let me know! I tried making the sound length identical, in the case of the klink disruptor, it's 0.836, and no luck.


MUSIC

in addition to your "watermark" problem, there is no listing that I can see for the music files contained in the SFCMusic.zip file in the Sounds.txt file, so even if you could make them play, I'm not sure how you would make the game recognize them. It appears that the 4 tracks per race are hard coded, so the "watermark" might be as well. With any mp3 encoder you should be able to change that signiture. The problem is, if you change it or if it's not present, the game may not recognize the file.



These reasons are why I started this thread. Someone at Taldren knows what the deal is. My guess is that it's Scott Bruno since his name is  on the Sounds.txt file. I'd just like to know what the deal is so I can stop wasting my time if there is no way to do it.  
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

TheBigCheese

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #53 on: October 12, 2003, 04:01:54 am »
When I created my sound mod, I noticed you had to make the files the exact same type and the exact same length or they would not work  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #54 on: October 12, 2003, 11:59:00 pm »
Well maybe there is something I'm overlooking, but when I exchanged the file

Klingon_Disruptor.mp3  


...which is exactly 0.836 in length and 44100Hz mono 128bit mp3 file for one of the exact same type and length, it will not play. Maybe you would try replacing that sound for me and see if it works for you? Maybe it's just my software? If I replace it with a .wav and edit the Sounds.txt file, it plays just fine.  
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

Jester_OC

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #55 on: October 13, 2003, 02:35:40 am »
Sorry this is only fuzzy memories now.  But I THINK we had problems with anything but a very specific MP3 encoder (which one I don't know).  I think DF or SB may have added some files.  Sean Dumas was in charge of sound.  If someone who got it to work could mention the encoder he/she is using that MAY help.

Then again these are fuzzy memories.

Jester_OC
 

TheBigCheese

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #56 on: October 13, 2003, 02:42:48 am »
I think you have to edit the sound file and delete the klingondis.wav and just leave klingondis.mp3.  

NannerSlug

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #57 on: October 13, 2003, 09:50:02 am »
any help would be useful jester.. i cant wait to plug in the nemisis romulan theme and other stuff.

The_Pelican

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #58 on: October 13, 2003, 10:31:50 am »
The best thing you can do Korah is to downgrade the .wav files, that what I had to do. I think the ones in the DW Mod are something like 11Khz mono (or something like that), pretty low in english. Still sounds better than the original game sounds though!!!

I know you need an MPEG 1.0 Layer 3 encoder, but I can't find one, all the ones I have are MPEG 2.0. You need to make sure there are no ID3 tags as well.
« Last Edit: October 13, 2003, 10:34:53 am by The_Pelican »

David Ferrell

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #59 on: October 13, 2003, 11:26:22 am »
Quote:

Sorry this is only fuzzy memories now.  But I THINK we had problems with anything but a very specific MP3 encoder (which one I don't know).  I think DF or SB may have added some files.  Sean Dumas was in charge of sound.  If someone who got it to work could mention the encoder he/she is using that MAY help.

Then again these are fuzzy memories.

Jester_OC
   




I did some research into the music files and here is what I found:

All music must be of the same frequency.

The files that are played are called directly from the source, so you must
name any new files with the name of the music file they replace.

I'll have more info on the header format later but it seems all the info
is in the first 4 bytes.

Thanks,

Dave  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #60 on: October 13, 2003, 01:12:45 pm »
Woo Hoo! We may be getting somewhere now!

I suspected the music files were hard coded since there is no mention of them in the Sounds.txt file. At least I was right about something  

As for mpeg layer1, I'm not so sure about that. I think probly that getting the header right, as Chris Jones and Dave are talking about here, is the key. That header cannot contain the entire watermark though if it's only 4 bytes. So now we know that the watermark is probly not the key either.

It's about time we made some progress in this area. Thanks to everyone who is contributing. No suggestion is too obscure, you never know what it might dislodge in someone's memory and reveal the key to success!

Towelie

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #61 on: October 14, 2003, 04:11:07 pm »

   I've already done both sound and music months ago, I didn't know this was an issue. I remember having trouble, but got through it. David is right, I remember I had to convert the MP3 to the EXACT same format as the original. I think I used cool edit. Cannot remember if it was MP3 or wav. Think it was MP3. I am faiirly certain it was the bit rate that was screwing me up.


   If you are still having trouble with it let me know. I will try and reproduce it and remember this time. I didn't realize my copy of SFC3 has the only customized music in it.  

Towelie

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #62 on: October 14, 2003, 04:13:54 pm »

  Yes, I confirmed they are MP3s. My new music file is 27 megs compared to the original 15 and it all works fine.

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #63 on: October 14, 2003, 08:08:07 pm »
If you could post some specifics on exactly what software you used and exactly how you did it we would all be extremely grateful Towelie. I'm looking for Cool Edit now but it appears the makers were assimilated by Adobe and you can't get Cool Edit anymore.  

Chris Jones

  • Guest
Good News!
« Reply #64 on: October 14, 2003, 10:39:01 pm »
Well this is good news - although I tried exactly what Towelie is describing - I used a big file in the exact same format and replaced the fed ambient - Crash!

I shortened the file size to near the equal of the original. the game worked, but my new music file did not play. silence. I used Cool Edit.

I am very interested in finding out his exact procedure. !

 

Towelie

  • Guest
Re: Good News!
« Reply #65 on: October 15, 2003, 12:56:16 am »

   Okay, I will figure out what I did. It will have to wait untill I get home tommarow. I have the new music file, not sure if I can send a 27 meg file to anyone interseted, although I do have broadband.

   I really don't remember how I did it except that I used Cool Edit and Winzip.

  BTW, I do remember that not storing it right gave me alot of problems. You can't just zip it. You have to make sure it's stored without using compression. That was one of my mistakes. And WINRAR won't work, it has to be WinZip. I also remember that it has to be a bitrate of 128k. Also a private bit was set in the file, whatever that is. I will know tommarow. I will find an MP3 and add it into the music and redo the music zip file again.


 

ActiveX

  • Guest
Re: Good News!
« Reply #66 on: October 15, 2003, 01:33:26 am »
Quote:

And WINRAR won't work, it has to be WinZip




Or PowerArchiver...

Jester_OC

  • Guest
Re: Good News!
« Reply #67 on: October 15, 2003, 03:02:41 am »
SFC is very very picky about that it considers an MP3.

The first four bytes of the file contain frameheader info that SFC uses to determin if it will try to play it

FF FA 00 00 I think

Which should stand for FrameSync, MP3 Version 1, Layer 3

Anyone care to check that  out to see if it is correct. I have to go to bed.

 

Captain KoraH

  • Guest
Re: Good News!
« Reply #68 on: October 15, 2003, 04:46:53 am »
When I open Fed_01_main.mp3 in a hex editor, the first 4 bytes pairs are:  FF  FB  90  40
Those are the same as other mp3 files I open in my hex editor. After that comes a string of other bytes that are identical in all the SFC3 music files, after whish it goes into the jibberish of hex code. My mp3 file I made with Goldwave actually had goldwave website info hex coded into the mp3 file! I tried replacing this stuff with a copy/paste of the identical string from SFC3 music files, and played it in winamp. It played fine. I then stuck it (Fed_01_Main.mp3) back into the SFCMusic.zip file, with no compression. started SFC3, and Fed_04_ambient.mp3 started playing as usual. Went into skirmish mode and when Fed_01_Main.mp3 was supposed to play at mission start, the game crashed. I think this is definitly the problem, but how to fix it is beyond me.
« Last Edit: December 31, 1969, 06:00:00 pm by Captain KoraH »

Chris Jones

  • Guest
Re: Good News!
« Reply #69 on: October 15, 2003, 09:40:07 am »
It figures - I used WinRar.

I shall try with Winzip later today.

Jester_OC

  • Guest
Re: Good News!
« Reply #70 on: October 15, 2003, 09:53:24 am »
OK that header is good (It ANDs thoses bytes), at least we know it is trying to play the files when it crashes.  

Karnak

  • Guest
Re: Good News!
« Reply #71 on: October 15, 2003, 10:30:31 am »
I became tired of the constant looping of the scanning sound when you use deep scanners. So, I went into the sounds.txt file and found the Scanning sound entry.  In the loop column you will see "y".  Change that to "n" and the constant scanning sound will go away when you use deep scanners.

You can do similar operations in OP to control the looping ESG sounds by finding all the ESG sound entries in OP's sounds.txt file and changing the "y" to "n".

Towelie

  • Guest
Re: Good News!
« Reply #72 on: October 15, 2003, 10:37:18 am »

   Just a note before I goto work, I never used a hex editor. I just used Winzip and Cool Edit. I'll give you the answers you need when I get back, in about 10 hours

Chris Jones

  • Guest
Re: Good News!
« Reply #73 on: October 15, 2003, 09:15:15 pm »
Ok - Used Cool Edit and Winzip - File size was close to the original - The game played ok, just no new audio. I tried to replace the Fed Ambient with the DS9 Theme. Silence.

I await Towelie's results.  

Towelie

  • Guest
Re: Good News!
« Reply #74 on: October 15, 2003, 09:19:11 pm »
Quote:

Ok - Used Cool Edit and Winzip - File size was close to the original - The game played ok, just no new audio. I tried to replace the Fed Ambient with the DS9 Theme. Silence.

I await Towelie's results.  




  I JUST now got home. Give me a little while and I will figure out what I did.
  File size isn't important. Mine grew by 12 megabytes.  

Towelie

  • Guest
Re: Good News!
« Reply #75 on: October 15, 2003, 09:44:11 pm »
 
   Okay, I have failed to duplicate it so far. I still have the altered ones working perfectly. I will remember what I did soon. If anybody wants the altered file, let me know and I will send it.

  I will duplicate it again. I just forgot how I did it  

Towelie

  • Guest
Re: Good News!
« Reply #76 on: October 15, 2003, 10:28:37 pm »
GOT IT!!!

   I had to reconvert the MP3 using the Creative Playcenter. Cool Edit won't do it right. But I used Creative Playcenter to convert an MP3 to WAV, then back to an MP3. I then used WINZIP to store it in the SFC3MUSIC.ZIP (after renaming it to replacement MP3 file in SFC3MUSIC). And that's it. Creative Playcenter (or an MP3 encoder that will convert it to a compatible format).

    Anyone having trouble still, PM or e-mail me and we'll work out a solution. Maybe I can encode it for you and send you an MP3 in the proper format.

    NOW ALL OF YOU INFERIOR WEAKLINGS BOW TO MY SUPERIORITY!!!  (J/K)
« Last Edit: October 15, 2003, 10:30:53 pm by Towelie »

Chris Jones

  • Guest
Re: Good News!
« Reply #77 on: October 15, 2003, 10:43:24 pm »
BOW

BOW

BOW

I HAVE BOWED, LOL.
 

Turns out Creative Play Center 2 came with my Dell - Oh Boy.. Never thought to use that..

Trying a conversion now...
« Last Edit: December 31, 1969, 06:00:00 pm by Chris Jones »

Chris Jones

  • Guest
Re: Good News!
« Reply #78 on: October 15, 2003, 11:12:24 pm »
Ok then the man is a genius..

turns out my Playcenter could not convert to wav.

I used music match jukebox to convert to wav -- then back to mp3

AND IT WORKED!

the conversion to wav must wipe out the offending bits that cause the crash..

I now have the DS9 Theme (Rock Version) as my ambient music. KInda - more like - WAY KOOL!

I predict several music mods for SFC3 in the making starting NOW!, lol.

Nice job Towelie and thanks for sharing.. I'm glad that Capt. Korah brought this up again.

 

Towelie

  • Guest
Re: Good News!
« Reply #79 on: October 15, 2003, 11:15:41 pm »
Quote:

Ok then the man is a genius..

turns out my Playcenter could not convert to wav.

I used music match jukebox to convert to wav -- then back to mp3

AND IT WORKED!

the conversion to wav must wipe out the offending bits that cause the crash..

I now have the DS9 Theme (Rock Version) as my ambient music. KInda - more like - WAY KOOL!

I predict several music mods for SFC3 in the making starting NOW!, lol.

Nice job Towelie and thanks for sharing.. I'm glad that Capt. Korah brought this up again.

 




  I'm glad I've got time to invest into SFC again and started reading in here again. I just assumed people already modded the music in SFC3

L0vetobowl

  • Guest
Re: Good News!
« Reply #80 on: October 16, 2003, 12:20:04 am »
We're not worthy! We're not worthy!  

Jester_OC

  • Guest
Re: Good News!
« Reply #81 on: October 16, 2003, 02:21:20 am »
Too bad my fuzzy Mem could not remember what tool we used, but hey I never did any of that stuff, I just remember we had the same problems.  Congratulations.  

Captain KoraH

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #82 on: October 16, 2003, 08:08:08 am »
Well I'll be damned! We actually solved the mystery! Thanks to all the help and suggestions from everyone! Now the entire community can benefit from our discovery! Thanks especially to Towelie for his L33t SkilZ!

Klingon Fanatic

  • Guest
Re: Good News!
« Reply #83 on: October 16, 2003, 10:14:40 am »
Congradulations!

We could use a good TMP era sound mod. My Preference would be to have the SFC1 soundtrac ported to SFC3 if possible.

Qapla!

KF
 

NannerSlug

  • Guest
Re: Good News!
« Reply #84 on: October 16, 2003, 10:32:05 am »
where can i get a copy of what is it? (sorry got confused.. match player?) please let me know asap! I have plans!
« Last Edit: December 31, 1969, 06:00:00 pm by NannerSlug »

David Ferrell

  • Guest
Re: Good News!
« Reply #85 on: October 16, 2003, 10:56:15 am »
http://www.musicmatch.com/

There is a free basic version and a Pro version.

The files we received were in the correct format and just worked(tm)
for us (or Activision fixed them).

Thanks,

Dave  

NannerSlug

  • Guest
Re: Good News!
« Reply #86 on: October 16, 2003, 11:01:25 am »
Quote:


I used music match jukebox to convert to wav -- then back to mp3  




okay.. i just tried this and phooey.. no sound..  i have to get some other things done.. but i want to revisit this later tonight.. oh baby do i have plans.. if i run into too many problems i might give you chris - or towlie a yell!

Chris Jones

  • Guest
Re: Good News!
« Reply #87 on: October 16, 2003, 11:18:21 am »
Nanner -

The SFC3 Music looks to be in

44100 Sample Rate, 16 Bit Stereo.


Any new files have to be converted to that format..

Chris

NannerSlug

  • Guest
Re: Good News!
« Reply #88 on: October 16, 2003, 11:37:06 am »
edit: yes it does.. now what? or should i send you a link and see what you can do with it?
« Last Edit: December 31, 1969, 06:00:00 pm by NannerSlug »

Chris Jones

  • Guest
Re: Good News!
« Reply #89 on: October 16, 2003, 12:04:14 pm »
yup send it along.. I'm home for a while today, doing other work on the puter - I'll squeeze it in.

 

yochenhsieh

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #90 on: September 12, 2007, 04:56:10 am »
Hello,
I'm trying to make some SFC3 music replacements, but without successful yet. I'm using WinZip and Music Match Jukbox, and the mp3 files are 44100 sampling rate, 16bit stereo, 128khz. Could any one help or provide a more detailed guide to make a working SFCMusic.zip?

Thanks,

You-Cheng Hsieh

Offline FA Frey XC

  • Site Owner
  • Administrator
  • Captain
  • *
  • Posts: 5695
  • Gender: Male
    • XenoCorp.Net
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #91 on: September 16, 2007, 08:48:25 am »
Have you read through this topic in it's entirety?

Regards,
Vice President of Technology,
Dynaverse Gaming Association
Owner, CEO XenoCorp Inc.


yochenhsieh

  • Guest
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #92 on: September 16, 2007, 09:25:10 am »
Yes. In fact, I've successfully made my own SFC3 music replacements.  :)

Unfortunately, almost all previous posts in this topic are leading in the wrong direction. It doesn't matter with WinZip, or which audio encoding software you use. To make SFC3 compatible mp3 files, the mp3 header must NOT have ANY ID3 tags, whether v1 and/or v2. I use CDex to convert wav files to mp3. All mp3 files must be packed in a none-compression storage zip file. There's no need to use WinZip, 7-zip can do the job as well.

I will write a more detailed tutorial when I have time.  ;)
« Last Edit: September 16, 2007, 09:44:09 am by You-Cheng Hsieh »

Offline TFO KILLSWITCH

  • Lt. Junior Grade
  • *
  • Posts: 41
Re: QUESTION FOR TALDREN ABOUT SFC3 SOUNDS
« Reply #93 on: September 21, 2007, 10:15:56 am »
to  replace the sound and music files. you have to zip them up and set win zip for zero compretion
when you set win zip for zero compretion and then zip the files up. rename the zip files to the name of the files you are wating to replace
but if you do not have the ziping program set for  zero compretion they will not work