Every stock SWBF2 & SWBF1 sound effect

Releasing the source files for your mod or map? Post em' here. (Applies to both SWBF1 & SWBF2)

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Marth8880 » Mon Jul 16, 2012 4:42 pm

Correct. Most sound effects and voice overs are 22050 Hz and most streams are 44100 or 48000 Hz.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Teancum » Mon Jul 16, 2012 11:40 pm

WHEW! -- only about 5 min left of splitting, then I have to go back and find a handful of sounds I missed at the beginning of the file. Luckily now I understand how it's laid out better.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Ginev » Tue Jul 17, 2012 8:02 am

Wooow that will be very helpfull.Thanks alot guys!!! :thumbs:

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby ggctuk » Tue Jul 17, 2012 2:48 pm

Marth8880 wrote:Correct. Most sound effects and voice overs are 22050 Hz and most streams are 44100 or 48000 Hz.


Indeed.

But what I meant was, almost all the weapon sound effects are 44100Hz and not 22050Hz in BF1's file. It seems in BF2's that a signifcant majority of the SFX it took from BF1 are 22050Hz. They downsampled a few during development, it seems.

Here's my own split-up SFX, mainly from the BF1 common file. I haven't included them all, these are just the major ones I noticed. http://www.mediafire.com/?w88bbc8l1wyh10b

I'd suggest waiting for Teancum, THEWULFMAN, AceMastermind and Marth8800 to finish theirs as mine was a pretty quick job, just grabbing all the major FX. Loops are quite hard to isolate, I might add.

Is anybody working on the Unit VO from SWBF1?

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Marth8880 » Tue Jul 17, 2012 5:39 pm

ggctuk wrote:Loops are quite hard to isolate, I might add.

If you zoom in REALLY close to where you can see the individual samples (in Audacity), you can see a very minuscule several-sample separation between all of the sounds.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby ggctuk » Wed Jul 18, 2012 11:59 am

Marth8880 wrote:
ggctuk wrote:Loops are quite hard to isolate, I might add.

If you zoom in REALLY close to where you can see the individual samples (in Audacity), you can see a very minuscule several-sample separation between all of the sounds.


It's the exact same thing in GoldWave, but for some reason a few loops don't have that gap.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Teancum » Wed Jul 18, 2012 12:18 pm

ggctuk wrote:Is anybody working on the Unit VO from SWBF1?


They're streams AFAIK, which we have yet to decipher

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Marth8880 » Wed Jul 18, 2012 2:46 pm

Yes, unit battle chatter VOs are indeed streams, though pain chatter are effects.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby ggctuk » Wed Jul 18, 2012 3:13 pm

Audacity's VOX ADPCM import option (set to Little Endian at 44100Hz) is the closest I have gotten yet. The problem isn't 'noise' - it's that it's importing the file really, really, really loud, thus distorting the waveform. Certain options produce louder files, I've noticed. It's like playing a piece of audio on your computer, recording it simultaneously with the computer's stereo mix 'microphone' while having the volume cranked up to max. If we could find a way to 'lower' the volume we might be able to pull out the streams, useable.

I'm assuming you guys are doing the same thing I am, and trying to import the LVL. If we could somehow split the LVL file back into its munged components, I wonder if that would help.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Teancum » Thu Jul 19, 2012 10:02 am

Just noting that I'm still chugging along. I finished all GCW vehicles now (I'm working through spa2cw) which just means CW flyers and Tatooine sounds to go in the main file. I split a bunch of foley chunks out into separate files and have most of them complete. There are a LOT of sounds, especially for footsteps. I've gained a new appreciation for how hard psych0fred's job was.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby THEWULFMAN » Thu Jul 19, 2012 10:29 am

Teancum wrote:There are a LOT of sounds, especially for footsteps. I've gained a new appreciation for how hard psych0fred's job was.



Yeah... Marth's half had all of the footstep foley. Sucked for him. :o

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby yuke5 » Thu Jul 19, 2012 11:17 am

Psychofred was a sound engineer? I never really knew what he did exactly...
Last edited by yuke5 on Fri Jul 20, 2012 10:58 am, edited 1 time in total.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Teancum » Thu Jul 19, 2012 11:27 am

He did a lot of things from what I understand, but that was part of his job.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby ggctuk » Thu Jul 19, 2012 3:57 pm

I've just had an idea.

A couple of years back I did a full music audio rip of the PS2 version of BF2. I did it in a program called MFAudio. The music is stored in global.lvl, as are some of the streams in BF2. And it just occured to me that at the time I ripped it, i realised that it also ripped certain unit battle chatter and some leftover BF1 campaign VO. Becuase I was ripping in stereo at the time, it was all over the place owing to the streams being in mono (with stereo audio requiring an intervleave value of 4000 in hex, IIRC). BUT, going back to it, I just changed the number of output channels to 1 (mono). Et voila! Instant streams from PS2 BF2 Global.lvl!

It's ripping now (the lvl file is almost 800MB so it will take a lot of time).

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Marth8880 » Thu Jul 19, 2012 4:08 pm

Eh... The issue I have with using console audio is especially for the PS2, the audio is bogged down a TON in quality. Like, instead of being sampled in 44100-48000 Hz, it's sampled in 11050-22050 Hz.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby ggctuk » Thu Jul 19, 2012 4:16 pm

Not in the case of the streams. According to MFAudio the streams are stored in the PS2 version at 44100Hz compressed ADPCM. The problem with MFAudio is that it's got no "Stop" Button and no way to know when to stop.

EDIT: Seems that the actual streams we're looking for are indeed 22050Hz. But checking against the source STM files in the BF2 mod tools, it seems they could have been that way on the PC too. I'm getting these done now. THIS WILL TAKE A WHILE.

EDIT2: It's done. There's a lot, and I mean, A LOT of stream audio to get through. There's tons of unused stuff in there too. I'm going to be breaking the files up into individual sections. The heroes VO is uploading now.

If anybody has the PS2 version of BF1, it would work on those specific files for the streams. Unfortunately, the PC streams end up no good.

EDIT3: Hero VO, as promised: http://www.mediafire.com/?hyv6xocc04y9rxb
CIS VO: http://www.mediafire.com/?xsf402jsss28d82

I will get on the others tomorrow.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby THEWULFMAN » Thu Jul 19, 2012 8:36 pm

I do have the PS2 version of both battlefronts (just like I do for PC). If you want me to do anything with it just let me know. I'm still with Marth though on the quality. If you look through the config files they almost always sampled lower on the PS2.

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby AceMastermind » Fri Jul 20, 2012 10:18 am

Teancum wrote:Scanning through SoundFLMunge.exe and doing some research I'm pretty sure the streams are stored in IMA ADPCM format. See

http://wiki.multimedia.cx/index.php?title=IMA_ADPCM
and SoundFLMunge.exe (see around offset 1D304 in a hex editor)

I found this from 0x1C464 to 0x1C4AF:
imaadpcm....xadpcm..pcm16...pcm8....IMAADPCM....XADPCM..PCM8....PCM16...VAG


I was also looking through the BattlefrontII.exe and saw mention of a GSM codec at 0x3D9654
source\gsm-1.0.10\gsm_encode.c

http://en.wikipedia.org/wiki/WAV#WAV_fi ... s_compared
As mentioned wav files can be encoded with a variety of codecs to reduce the file size (for example the GSM or MP3 codecs).



I just finished listening to the entire global.lvl in MFAudio. There were 4 hours and 40 minutes of streams at 22050Hz. The voice overs seemed to sound normal at 11025Hz, all the rest sounded good at 22050Hz.

Edit: In Audacity the VO sounded good at 22050Hz

@ggctuk
Thanks for sharing!

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby Teancum » Fri Jul 20, 2012 11:17 am

So Ace, are you saying they're worth just ripping in MFAudio? If so I'd want to do it. To continue work on the Xbox I basically need the whole of the audio files so I can trim unused sounds and replace them with new ones. :thumbs:

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Re: Every stock SWBF2 & SWBF1 sound effect

Postby AceMastermind » Fri Jul 20, 2012 11:31 am

Teancum wrote:...are you saying they're worth just ripping in MFAudio?

No, you can hear and recognize the audio but it's useless because there's too much noise.

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