- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Modding Discussion >
- Game's music and soundtracks locations
- Site Map >
- Modding and Creation >
- Sims 3 Creation >
- Modding Discussion >
- Game's music and soundtracks locations
Replies: 17 (Who?), Viewed: 28050 times.
#1
15th Jun 2009 at 1:26 PM
Posts: 76
Game's music and soundtracks locations
Hi all,Is there somebobody to tell me where or in wich .package or another file
I can find the game's sounds tracks ?
For exemple where are located the music for the radio stations or the guitars themes when the sim learn or play guitar ?
Please excuse my poor english, thanks a lot and so long.
zano.
Advertisement
#2
15th Jun 2009 at 4:55 PM
Last edited by ThomasRiordan : 15th Jun 2009 at 5:03 PM.
Reason: Fixed wrong package number.
They're in FullBuild1.package under file type 0x01EEF63A. At least the game music is for sure. I'm not sure about the guitar themes but there's a bunch of game sounds in that package so they might be in there.
I've made a list of the game music for my own attempts to kill and replace it that might be helpful.
Build
Constructive Simicism
Simmering Mallets
Simple Assembly
Some Assembly Required
Buy
Aisles of Miles of Smiles
Consumerism Simplified
Don't Be Parsimonious
Striking Similarities
Map
Cartographer's Symphony
Let's Assimilate
Maps & Simbols
Simple Directions
CAS
Amazing Facsimile
Fortissimo Personality
Identity Check
Verisimiltude
Classical
Barcarolle From String Quartet in D Minor
Divertimento in D Major
Piano Quintet in A 2nd Movement
Standchen
Symphony No.6 in B Minor 2nd Movement
Watermusic Suite No 1 F Major
Electronica
Born Again
Distressed
Gluten King
Groove On
Milkweed
Postal Rtney
Rockfalls & Estuaries
She Stepped Out of the Car
Young Estruscians
Indie
Areadia
Cat and Mouse
Dillis Gom
Don't You Cry
Last But Not Least
Podie Tie
The Best You Got
Kids
Be Gronk
Na Maa
Nimbo Holba Bob Queek Welp
Wa Gack
Wan Nee Feela
Latin
Bossa Da Nooba Doo
Candombe Waaayo
Cha Cha Minga Ticami
Rumba sa Sul
Salsa Saka K
Tango Dun Na Noob
Pop
Da Linnis
Feewa Foona Wabee
I Won't
Ramooned
Sta Moogie
Just enabled the use file names option in Project S3PI and filter to just that file type and you should be able to find them easily.
I've made a list of the game music for my own attempts to kill and replace it that might be helpful.
Build
Constructive Simicism
Simmering Mallets
Simple Assembly
Some Assembly Required
Buy
Aisles of Miles of Smiles
Consumerism Simplified
Don't Be Parsimonious
Striking Similarities
Map
Cartographer's Symphony
Let's Assimilate
Maps & Simbols
Simple Directions
CAS
Amazing Facsimile
Fortissimo Personality
Identity Check
Verisimiltude
Classical
Barcarolle From String Quartet in D Minor
Divertimento in D Major
Piano Quintet in A 2nd Movement
Standchen
Symphony No.6 in B Minor 2nd Movement
Watermusic Suite No 1 F Major
Electronica
Born Again
Distressed
Gluten King
Groove On
Milkweed
Postal Rtney
Rockfalls & Estuaries
She Stepped Out of the Car
Young Estruscians
Indie
Areadia
Cat and Mouse
Dillis Gom
Don't You Cry
Last But Not Least
Podie Tie
The Best You Got
Kids
Be Gronk
Na Maa
Nimbo Holba Bob Queek Welp
Wa Gack
Wan Nee Feela
Latin
Bossa Da Nooba Doo
Candombe Waaayo
Cha Cha Minga Ticami
Rumba sa Sul
Salsa Saka K
Tango Dun Na Noob
Pop
Da Linnis
Feewa Foona Wabee
I Won't
Ramooned
Sta Moogie
Just enabled the use file names option in Project S3PI and filter to just that file type and you should be able to find them easily.
#3
17th Jun 2009 at 10:23 AM
Posts: 76
Thanks a lot of ThomasRiordan your information is great and very helpful. I find the files. Now i must to find how these sounds files are packed or compressed if i want to inject my own music.
More thanks and i wish you a nice day.
zano.
More thanks and i wish you a nice day.
zano.
#4
17th Jun 2009 at 9:12 PM
Good luck. Let me know if you figure out how because getting rid of the songs and changing them to play something else is defiantly something I want to do with my own game.
#5
18th Jun 2009 at 12:13 AM
Posts: 76
OK ThomasRiordan,
I've extracted some sounds resources from the FullBuild1.package. I examine with an Hex Editor the datas structure and give u a feedback as soon as i find something interessant and helpful. I've already remark that these resources have a header and an extension. *.snr or *_AUD.snr or *_AUDT.audtun ?...
These aren't common audio files lol... But I believe that we will master the beast lol.
Have a nice day.
I've extracted some sounds resources from the FullBuild1.package. I examine with an Hex Editor the datas structure and give u a feedback as soon as i find something interessant and helpful. I've already remark that these resources have a header and an extension. *.snr or *_AUD.snr or *_AUDT.audtun ?...
These aren't common audio files lol... But I believe that we will master the beast lol.
Have a nice day.
#6
1st Jul 2009 at 9:17 AM
Posts: 76
Hi all,
This isn't not a really fully tutorial to Howto..., but only the first steps of howto extract some music/sounds from the FullBuild1.package... and if somebody has a better way to do the job, I'm his man.
Here is how I do that :
First you need to download and to install the great Peter Jones tool : I mean
1- S3PIDemoFE tool - all download links at the end of this post -,
2 - Microsoft.Net Framework 3.5
3 - The FullBuild1.package from Sims 3 lol
4 - FFMpeg Library (to convert the extracted / compressed *.snr to a *.mp3 or another audio format...)
5 - Run the S3PE extract / viewer tool and before you load any file, check :
the 'Sort' and 'Display resource name' checkboxes. Then load the FullBuild1.package.
6 -) Look for the resource you want to export (for exemple : amb_birds_allday or guitar_master01)
click on the resource line, choose File ---> Export, to export the resource where you want on your HD.
It's better to keep the default name of the resource, but if you want it, you can rename it.
7 -) The FFMpeg Library I use to convert the exported file don't have a GUI - I must to write one - and I have only yhe source code for Linux/Unix.
I don't master all the processes and there is still a lot of parameters I don't know how they work... For exemple at this time, I'm not be able to decode/convert the *.sns resource to *.mp3 or another audio file format.
I only know that all the *.sns resource are made so :
A-) a *.sns resource is a build a 3 resources :
i- the first one is a *.snr only 8 bytes long and contains : 05 04 AC 44 WW XX YY ZZ
05 : is the codec type (in this case : EALayer3 MPEG)
04 : is the channel count (in this case : stereo)
byte 2 - 3 : AC 44 are for the sample rate (in this case : 44100 Hz)
WW XX YY ZZ : is the number of samples.
j- the second is a *.audtun resource : I'm still trying to understant the meaning of the 36 - 40 bytes they contain.
k- the last *.sns resource contains the sounds samples, but sure coded and compressed.
The structure of the FullBuil1.package is the following :
Byte 0 - 3 : DBPF
Byte 4 : 02 (Major number version, in this case : version 2)
Byte 5 : 00
Byte 6 : 00 (Minor number version, in this case : 0)
Byte 7 : 00
Byte 08h - 01C7h : unknown datas (for me lol)
byte 01C8 - 0441h : some unknown datas and some datas used by the sound player...like : prop uint processingstage 255.... prop int numchannels 6....
Byte 0442h - 05B4h : the first STBL (STring TaBle) not used for the sounds resources.
(The structure of the STBL is : 4 bytes for the length of the string and the string itself... for exemple : 00 00 00 11layer_world_trees)
Byte 05B4h - 04D53h : strings and unknown datas...
The real music / sounds STBL starts here at offset :
Byte 04D54h This table is made like this :
04D54h : SS TT UU VV WW XX YY ZZ : ????? (but if you change one bit the program crash at the next start!)
The following 4 bytes are always the same and are :
04D5Ch : 5C F1 7E 07
The next 4 bytes are the length of the string (in little endian format) :
04D60h : 17 00 00 00 (string length = 23d)
04D64h : foot_step_gravel_sand23 (the string itself : ASCII code)
....and so on until the end of the STBL at : 02309CEh
It's sure that the 8 bytes in front of the 4 bytes storing the resource length are used to store the length and the start offset of the resource in the file.
I've extract some guitar sounds from the package and convert them to *.mp3. Here is the compilation :
http://www.4shared.com/file/1150520...arPlay-MP3.html
Ok that all folks !
So long.
Links :
s3pe_0906-30-1625.exe
http://sourceforge.net/project/down....exe&a=79783332
FFMpeg
http://www.afreecodec.com/167/ffmpeg/
http://ffmpeg.org/download.html
Microsoft.net Framework 3.5
http://www.microsoft.com/downloads/...&displaylang=en
This isn't not a really fully tutorial to Howto..., but only the first steps of howto extract some music/sounds from the FullBuild1.package... and if somebody has a better way to do the job, I'm his man.
Here is how I do that :
First you need to download and to install the great Peter Jones tool : I mean
1- S3PIDemoFE tool - all download links at the end of this post -,
2 - Microsoft.Net Framework 3.5
3 - The FullBuild1.package from Sims 3 lol
4 - FFMpeg Library (to convert the extracted / compressed *.snr to a *.mp3 or another audio format...)
5 - Run the S3PE extract / viewer tool and before you load any file, check :
the 'Sort' and 'Display resource name' checkboxes. Then load the FullBuild1.package.
6 -) Look for the resource you want to export (for exemple : amb_birds_allday or guitar_master01)
click on the resource line, choose File ---> Export, to export the resource where you want on your HD.
It's better to keep the default name of the resource, but if you want it, you can rename it.
7 -) The FFMpeg Library I use to convert the exported file don't have a GUI - I must to write one - and I have only yhe source code for Linux/Unix.
I don't master all the processes and there is still a lot of parameters I don't know how they work... For exemple at this time, I'm not be able to decode/convert the *.sns resource to *.mp3 or another audio file format.
I only know that all the *.sns resource are made so :
A-) a *.sns resource is a build a 3 resources :
i- the first one is a *.snr only 8 bytes long and contains : 05 04 AC 44 WW XX YY ZZ
05 : is the codec type (in this case : EALayer3 MPEG)
04 : is the channel count (in this case : stereo)
byte 2 - 3 : AC 44 are for the sample rate (in this case : 44100 Hz)
WW XX YY ZZ : is the number of samples.
j- the second is a *.audtun resource : I'm still trying to understant the meaning of the 36 - 40 bytes they contain.
k- the last *.sns resource contains the sounds samples, but sure coded and compressed.
The structure of the FullBuil1.package is the following :
Byte 0 - 3 : DBPF
Byte 4 : 02 (Major number version, in this case : version 2)
Byte 5 : 00
Byte 6 : 00 (Minor number version, in this case : 0)
Byte 7 : 00
Byte 08h - 01C7h : unknown datas (for me lol)
byte 01C8 - 0441h : some unknown datas and some datas used by the sound player...like : prop uint processingstage 255.... prop int numchannels 6....
Byte 0442h - 05B4h : the first STBL (STring TaBle) not used for the sounds resources.
(The structure of the STBL is : 4 bytes for the length of the string and the string itself... for exemple : 00 00 00 11layer_world_trees)
Byte 05B4h - 04D53h : strings and unknown datas...
The real music / sounds STBL starts here at offset :
Byte 04D54h This table is made like this :
04D54h : SS TT UU VV WW XX YY ZZ : ????? (but if you change one bit the program crash at the next start!)
The following 4 bytes are always the same and are :
04D5Ch : 5C F1 7E 07
The next 4 bytes are the length of the string (in little endian format) :
04D60h : 17 00 00 00 (string length = 23d)
04D64h : foot_step_gravel_sand23 (the string itself : ASCII code)
....and so on until the end of the STBL at : 02309CEh
It's sure that the 8 bytes in front of the 4 bytes storing the resource length are used to store the length and the start offset of the resource in the file.
I've extract some guitar sounds from the package and convert them to *.mp3. Here is the compilation :
http://www.4shared.com/file/1150520...arPlay-MP3.html
Ok that all folks !
So long.
Links :
s3pe_0906-30-1625.exe
http://sourceforge.net/project/down....exe&a=79783332
FFMpeg
http://www.afreecodec.com/167/ffmpeg/
http://ffmpeg.org/download.html
Microsoft.net Framework 3.5
http://www.microsoft.com/downloads/...&displaylang=en
#7
8th Jul 2009 at 1:24 PM
Posts: 1,333
Did you manage to change the music in the fiels for Indie, and kids, etc. this is what I would want to do. Right now I've changed the custom but I'm fed up only having one soundtrack to listen to and making all sims want to hear custom music, the ones born in game, you don't get the option.
#8
8th Jul 2009 at 2:58 PM
Posts: 143
Thanks: 2406 in 31 Posts
Quote: Originally posted by zano972
Hi all, For exemple at this time, I'm not be able to decode/convert the *.sns resource to *.mp3 or another audio file format. |
But how you could make an MP3 version you uploaded in 4Shared?
GiLaNg
After 7 year hiatus, Worldwide lockdown (and regretting the purchase of The Sims 4 last autumn sale) brought me back to The Sims 3.
Test Subject
#9
20th Aug 2009 at 9:25 AM
Posts: 16
Hey Zano - I've been working with your tutorial for quite a while now and I can't seem to be able to find or extract the radio songs, as in the Electronica, etc.
Am I missing something? Thanks!
Am I missing something? Thanks!
#10
25th Aug 2009 at 8:57 PM
Last edited by Xane123 : 25th Aug 2009 at 9:31 PM.
Reason: :) smiley detected and removed
Guitars
Quote: Originally posted by zano972
Hi all, Is there somebobody to tell me where or in wich .package or another file I can find the game's sounds tracks ? For exemple where are located the music for the radio stations or the guitars themes when the sim learn or play guitar ? Please excuse my poor english, thanks a lot and so long. zano. |
The guitars are .snrs and .audtuns inside of FullBuild1.package named such as (.audtuns only):
GROUP "G":
guitar_playga
guitar_playgb
guitar_playgc
GROUP "H"
guitar_playha
guitar_playhb
guitar_playhc
guitar_playhd
Each one has a so-called (.audtun) "group" to it.
Group "K" says in it (according to S3PE)
Code:
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F ------------------------------------------------ 00000000: 00 00 00 04 3C 10 C7 B9 00 01 00 00 01 5F 63 17 : ....<........_c. 00000010: D5 03 E8 00 1C 00 00 00 01 00 00 00 10 A1 2A 42 : ..............*B 00000020: CD F3 E9 BE B2 FF FF FF FF 00 00 00 00 70 1E D9 : .............p.. 00000030: 1E 03 E8 00 9C 00 00 00 04 00 00 00 10 1E 77 AE : ..............w. 00000040: C6 D1 5F 02 F5 FF FF FF FF 00 00 00 00 1D 77 AE : .._...........w. 00000050: C6 D1 5F 02 F5 FF FF FF FF 00 00 00 00 1C 77 AE : .._...........w. 00000060: C6 D1 5F 02 F5 FF FF FF FF 00 00 00 00 1B 77 AE : .._...........w. 00000070: C6 D1 5F 02 F5 FF FF FF FF 00 00 00 00 BA 03 D0 : .._............. 00000080: CD 00 0A 00 00 00 00 00 04 : .........
And, Group "J" says in it (according to S3PE)
Code:
00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F ------------------------------------------------ 00000000: 00 00 00 04 3C 10 C7 B9 00 01 00 00 01 5F 63 17 : ....<........_c. 00000010: D5 03 E8 00 1C 00 00 00 01 00 00 00 10 A1 2A 42 : ..............*B 00000020: CD F3 E9 BE B2 FF FF FF FF 00 00 00 00 70 1E D9 : .............p.. 00000030: 1E 03 E8 00 9C 00 00 00 04 00 00 00 10 97 5D AB : ..............]. 00000040: C6 D1 D9 FE F4 FF FF FF FF 00 00 00 00 94 5D AB : ..............]. 00000050: C6 D1 D9 FE F4 FF FF FF FF 00 00 00 00 95 5D AB : ..............]. 00000060: C6 D1 D9 FE F4 FF FF FF FF 00 00 00 00 92 5D AB : ..............]. 00000070: C6 D1 D9 FE F4 FF FF FF FF 00 00 00 00 BA 03 D0 : ................ 00000080: CD 00 0A 00 00 00 00 00 04 : .........
Each group has only a few hexadecimal numbers different, like in column "04" (top number) (I only checked two) {These two!}
And so on. I got from ( ) Stubble that "Yes Ma'am I Do" is called ( .audtun only), "guitar_sm_country_h_" then how good your sim is at it(?) (hi, med and lo) I don't know that part!
Hope this helps, zano972
Visit my website: Xane.com, please! This is Xane123, signing off!
#11
23rd Dec 2009 at 11:16 AM
Posts: 1,163
Thanks: 246078 in 668 Posts
Please, traduce that !! It's incomprehensible !
Test Subject
#12
4th Jan 2010 at 4:25 AM
Posts: 5
is there any package editor like SimPE for the sims 2 that could extract the audio files and convert them into something more legible... like an MP3 or WAV?
Field Researcher
#13
2nd Apr 2011 at 3:56 PM
Posts: 275
i dont get this tutorial! i tried it but failed. insnĀ“t there a easier way?
#14
3rd Apr 2011 at 3:30 AM
Posts: 703
Thanks: 942 in 1 Posts
Have a look at this thread. It wasn't until last november that a codec was developed that
could convert .mp3 files to the format used by the game.
http://www.modthesims.info/showthre...0#startcomments
On the second page there is a set of instructions for replacing default music.
could convert .mp3 files to the format used by the game.
http://www.modthesims.info/showthre...0#startcomments
On the second page there is a set of instructions for replacing default music.
#15
3rd Feb 2013 at 10:37 PM
Posts: 127
Thanks: 271 in 2 Posts
Hi guys,
I was able to extract most of the tracks.....but some files dont work after converting snr or sns file to mp3......can someone help please?
I dunno why this happens for example there s 42 tracks of PETS that work fine....but there s another 2 that dont....
"sims3_ep5_theme01" and "sims3_ep5_load_loop01" dont work for me....
please can someone tell me how to convert these 2 tracks to mp3?
thank you :-)
I was able to extract most of the tracks.....but some files dont work after converting snr or sns file to mp3......can someone help please?
I dunno why this happens for example there s 42 tracks of PETS that work fine....but there s another 2 that dont....
"sims3_ep5_theme01" and "sims3_ep5_load_loop01" dont work for me....
please can someone tell me how to convert these 2 tracks to mp3?
thank you :-)
Test Subject
#16
12th Jul 2013 at 8:03 AM
Posts: 2
hey this is probably the wrong place to ask but dose any bodie know where to finde the sims 3 voices ik there probably .sns files or .snr but i cant seem to finde them i dont think to many ppl have taken to much of an intrest in thir voices but id like to finde them and replace them with my own if possible witch i already am looking into that but as of right now ik for sure i need to know the place of the files
#17
20th Jul 2013 at 1:21 AM
Last edited by r_deNoube : 21st Jul 2013 at 9:29 AM.
Reason: removed disclaimer; first sentence is correct.
Posts: 1,972
Quote: Originally posted by cupcakequeen75
where to finde the sims 3 voices... |
#18
3rd Dec 2016 at 9:40 PM
Posts: 259
I'm looking for the sound effects files from The Sims 3, can anyone help?
Reason = I'm looking for the sounds of the game's doorbells!
Reason = I'm looking for the sounds of the game's doorbells!
Who Posted
|