V12-POWER wrote:It's up to you - I can't code for sht
Yeah I'm not that fantastic either, I'm better once I've learnt/understood format with working code. I've been mostly trying to get my head around the last 4 pages, though I've a better grasp now than I did 2 weeks ago. And have managed to make use of info/help you guys have provided here, has most certainly helped! So if there's anything I can assist with (ie abk files) let me know .
Can't believe there's assembly code in abk files .
Tropod wrote:Can't believe there's assembly code in abk files .
I see that for the first time too.
You can help if you can tell which sounds play wrong in Simcity, and how they are supposed to play.
For the most part they sound ok. On a side note, the SC4 abk files contain "SYNC" within the PT header and I can't seem to find a reference to this anywhere?
Is that now possible, that we can get the sound-files from nfs-mw? I just remember, that the were relay good and today, you can use it for mush other sims
id-daemon2 wrote:I think we start from making some tool that just replaces the existing sounds
It seems the main question here will be: do we need to change sample rate?
Almost all engine sounds are 22050, that is default rate. If we need to change that, we have to rebuild the whole PT header part. This will take more time. If not, we can only change properties.
kickstart wrote:Is that now possible, that we can get the sound-files from nfs-mw? I just remember, that the were relay good and today, you can use it for mush other sims
Yes, you can get all sounds now with tools provided on page 1.
id-daemon2 wrote:I think we start from making some tool that just replaces the existing sounds
It seems the main question here will be: do we need to change sample rate?
Almost all engine sounds are 22050, that is default rate. If we need to change that, we have to rebuild the whole PT header part. This will take more time. If not, we can only change properties.
I think that we have the option to use 44.1khz as the sample rate - since most of the games use it (im talking about rfactor, gtr2, rfactor 2, ac, r3e)
It's time to try the first public version of ABK encoder. I played the very first Need for Speed long ago in 1995, when it was all new, then NFS 2,3,4 and Porshe. I'm glad I can do something for the community, hope you'll like it.
Usage:
ABK_insert [ABK file] [wav file] [sample № to replace]
Use it on engine ABKs. Never tested on anything else. Use mono 16-bit files only.
Numbers correspond to those we found before. 1,2 = idle, 3,4 = down throttle so on. Also note that 2000/4000/8000 rpm nominals may not be the same for all cars.
SX.exe must be in the same dir.
You need to run the tool several times to replace sounds you want. Every time it will output a file with additional "m" in the end, so you won't lose the original file. Make batch files if you need.