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Instructor
#26 Old 16th May 2016 at 11:17 PM Last edited by Wojtek : 17th May 2016 at 12:01 PM.
@jje1000, I'm glad that you managed to figure it out. Sometimes you create something, then you test it and it doesn't work. Then you forget where you did somethng wrong and you have to start from scratch.

@Ghost sdoj, thanks! However, this tutorial is experimental and there are many things I still don't understand. Bear in mind that not all audio files are suitable for conversion. Sometimes it may simply not work and there's no way to fix it. I'm not experienced in this at all and this tutorial is almost a copy of another one. I only expanded it to make it more suitable for less experienced users and added some simple tricks I found useful. More insight is needed, in my opinion, in order to consider this tutorial reliable.
Mad Poster
Original Poster
#27 Old 21st Sep 2018 at 5:35 AM
Default Editing AUDTUN files?
@Wojtek

I have a quick question- is the AUDTUN file what controls the .snr files that play?



I'm currently working on a desert planet world, and I'm trying to figure out a way of silencing those ambient bird and insect noises. I could manually replace all .snr files, but there's a huge number of .snr files (literally around a thousand for just Seasons Bird sounds). As such, I'm wondering how the AUDTUN file could be altered so that it reads none of the .snr files?

Also, your tutorial was tremendously helpful for helping me replace the sounds on the World Adventures train with subway sounds for my New York world. Thanks again
Screenshots
Instructor
#28 Old 21st Sep 2018 at 12:20 PM
@jje1000, I think the best solution is to edit one .snr file in HxD and erase everything but the header and save. Then make as many copies of this file as you need and replace the names of these newly created files with the names of the remaining files from the game you want to remove sound data from. If you have any further questions, just ask.
Mad Poster
Original Poster
#29 Old 21st Sep 2018 at 1:26 PM
@Wojtek

The header is the first line (00000000), am I right? I haven't done this in a while so I'm a bit rusty. Also wondering- if I do the same thing in a .AUDTUN file, would it have the same effect?

I'll have to look into some bulk rename programs then, I suppose.
Instructor
#30 Old 21st Sep 2018 at 1:44 PM
@jje1000, I don't think altering the AUDTUN is a good idea. I've never done this and I don't recommend doing it. You have to delete the sound data leaving the first eight bytes only as in:


The only difference is that in this case you shouldn't replace any values. Just leave them untouched. Please test it and tell me if it worked.
Mad Poster
Original Poster
#31 Old 8th Oct 2018 at 3:38 AM Last edited by jje1000 : 8th Oct 2018 at 6:41 PM.
Quote:
Originally Posted by Wojtek
@jje1000, I don't think altering the AUDTUN is a good idea. I've never done this and I don't recommend doing it.


@Wojtek

I didn't get time to touch it yet, but I noticed that Twoftmama has a set of STFU no music mods- I took a look and it seems like she edited the AUDT files (basically setting enclosed values to 0?):

http://simsasylum.com/tfm/index.php...d-june-29-2013/
Instructor
#32 Old 9th Oct 2018 at 6:57 PM
It seems that it's possible to edit AUDT files but honestly, I have no idea how.
Mad Poster
Original Poster
#33 Old 9th Oct 2018 at 11:37 PM Last edited by jje1000 : 10th Oct 2018 at 3:28 AM.
Quote:
Originally Posted by Wojtek
It seems that it's possible to edit AUDT files but honestly, I have no idea how.


@Wojtek

I opened the AUDT files in HxD and this was what I saw:

Unedited CAS File:


Edited Random File:


It looks like everything from the fourth onwards to the end is replaced with zeroes?

I have one further question- I've been replacing soundtracks in the game, and I've found that the replaced soundtracks don't loop or move onto the next songs like the originals- would I have to match the original length in the replacement songs?
Screenshots
Instructor
#34 Old 10th Oct 2018 at 5:38 AM
Quote:
Originally Posted by jje1000
I have one further question- I've been replacing soundtracks in the game, and I've found that the replaced soundtracks don't loop or move onto the next songs like the originals- would I have to match the original length in the replacement songs?
Yup, I've also noticed it. I have currently no idea what causes it and how to fix it
Mad Poster
Original Poster
#35 Old 10th Oct 2018 at 4:08 PM
Quote:
Originally Posted by Wojtek
Yup, I've also noticed it. I have currently no idea what causes it and how to fix it

I have a gut feeling that it has to do with AUDT file, since it's the file that references and organizes sns and snr files.

As it stands, a full-game soundtrack replacement is probably not too viable- I'm aiming for the replacement of the main menu, loading and map music since people don't spend too much time in those places. I'll probably hold off on the CAS and Buy/Build, since people do spend a lot of time there and the lack of music looping will be more strange.
Scholar
#36 Old 10th Oct 2018 at 5:47 PM
Sorry to jump into your conversation but I would love to have the build/buy music muted. I do spend a lot of time there and the music drives me crazy. I mute the whole game to avoid it. If there was a mod for this specifically it would make things easier!
Instructor
#37 Old 10th Oct 2018 at 5:53 PM Last edited by Wojtek : 10th Oct 2018 at 7:14 PM. Reason: TYPO
@Norn, download this mod. Bear in mind that you need to be a registered user in order to download from TFM.
http://simsasylum.com/tfm/index.php...d-june-29-2013/
Scholar
#38 Old 10th Oct 2018 at 5:57 PM
Thank you so much! This will make my builder's life so much easier
Test Subject
#39 Old 26th Nov 2018 at 11:03 AM
Awesome! Can someone please make more realistic hoof sounds for my my horses now please xxx
Forum Resident
#40 Old 26th Nov 2018 at 1:15 PM
Before Supernatural came out, and we were able to make Ghost sims in CAS, in game ghosts, whether NPC or playable, never actually spoke proper simlish. It was always some really cool haunting sort of speech, with sounds of rattling chains and hollow "woooo" kinds of noises. And ghosts babies crying would always be silent. They went through the motions of crying, but they made no noise. I do believe it was supernatural that changed all that ( or maybe the SN patch ) so that ghost sims still sound "ghostly" but they speak proper simlish like other sims and babies now make noise when they cry.

I'd really like them to go back to their original voice sounds. I loved silent ghost babies. Is this possible?
( I don't really want to uninstall SN, its my favourite EP )

♥ Receptacle Refugee ♥
Mad Poster
Original Poster
#41 Old 1st Apr 2019 at 5:59 AM
Some good news- I can definitely confirm that if you empty/replace all values with '00' in the AUDTUN/AUDT file, you can disable certain sound effects!

Goodbye birds, hello desert!
Warrior Gryphon
site owner
#42 Old 4th Apr 2021 at 12:22 PM
@Wotjek @jje1000 In case anybody is wondering, you can use mono files by changing the second byte to 01.  

Interestingly enough the EALayer3 source code refers to bytes 4-8 as the TotalSamples, so I'm curious as to the reasoning for setting byte 4 to 0x40.  Was there a specific reason for this?

Story books are full of fairy tales, of Kings and Queens, and the bluest skies.
Alchemist
#43 Old 4th Apr 2021 at 2:23 PM
Even after all this time I still haven't been able to figure out where the night sounds in Isla Paradiso comes from. I wish EA hadn't made things so darn difficult.
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