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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »Xbox sound codec

Author Topic: Xbox sound codec (13 messages, Page 1 of 1)
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Dark Neon
Joined: Jun 8, 2009


Posted: Aug 12, 2009 05:26 AM    Msg. 1 of 13       
Hey, I'm looking for the xbox sound codec and I cant find it. Link plz? I feel like I've searched everywhere.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 06:07 AM    Msg. 2 of 13       
There is no such thing.


Dark Neon
Joined: Jun 8, 2009


Posted: Aug 12, 2009 06:31 AM    Msg. 3 of 13       
Wait nvm. I got myself confused again. *facepalm*


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2009 09:50 AM    Msg. 4 of 13       
I've used the XBOX ADPCM codec on several occasions. It's useful for a certain type of sound.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Aug 12, 2009 09:55 AM    Msg. 5 of 13       
Heh, when I used to compile sound for Halo, the ADPCM would never work, and neither would OGG... which is a shame because I like OGG... It would always give errors. Even with WAV at times.


SiMuLaCrUm
Joined: Oct 25, 2006

too digital


Posted: Aug 12, 2009 10:03 AM    Msg. 6 of 13       
Yea, I tried that converter too, only made things worse/more of a pain...
Usually it is WAV that requires sounds to be fixed or glued back together, as Halo does not support large WAV files.
I'm not sure about the other two codecs seeing as I could never get either to work.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 02:45 PM    Msg. 7 of 13       
You dont need the Xbox ADPCM codec, just compile it as OGG file.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 12, 2009 02:49 PM    Msg. 8 of 13       
You did when you couldn't compile that sound, and I had to do it for you.


Advancebo
Joined: Jan 14, 2008


Posted: Aug 12, 2009 02:50 PM    Msg. 9 of 13       
Well I know how to compile sounds now.

tool sounds ogg 32000


OrangeJuice
Joined: Jan 29, 2009

Documentation and debug.txt


Posted: Aug 12, 2009 11:11 PM    Msg. 10 of 13       
Xbox ADPCM codec:
http://dwl.xbox-scene.com/~xbox/xbox-scene/tools/drivers/xb_adpcm_codec.rar

You'll also want to get a free trial of Adobe Audition or GoldWave to help you with making sounds.

Your sounds can be mono or stereo, they have to be 16-bit or lower, I'm not sure if you can use 32-bit sound in halo. edit> but feel free to try it out.

Save your sounds as Windows PCM ( .wav )
and they can be converted directly from tool with VerY little chance for error :)

tool sounds [directory]\[soundS-or sound] xbox 1

Then check to see if they work in guerilla, and If you want your long sounds to be split into many small sound permutations within the same .sound tag, check the "split long sound into permutations" checkbox and recompile :)

Edited by OrangeJuice on Aug 12, 2009 at 11:19 PM
Edited by OrangeJuice on Aug 12, 2009 at 11:21 PM


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 13, 2009 03:46 PM    Msg. 11 of 13       
^ That link doesn't work anymore.

Luckily, I kept the installer for the Xbox codec when I downloaded it a couple years ago.

So, I decided to upload it to FileFront for anybody who wants it:

http://www.filefront.com/14276197/XBADPCM.zip/

Make sure to follow the instructions. This codec has worked perfectly fine for me, although I'm running XP so I can't say whether it will work okay on Vista or Windows 7.

I decided to write a short tutorial on how to properly compile sounds with Tool. A lot of people seem to rely on the Sound Converter, and it sometimes causes problems. With Tool, you shouldn't have any problems with sounds as long as you know how to set them up correctly.

All sounds have to be Signed 16 bit PCM Wave files. For mono sounds, the sample rate should be 22050 Hz, whereas it should be 44100 Hz for stereo sounds.

If you want a sound tag under 'tags\sound\music\epicmap\' called "intro.sound", then you need to create a folder under 'data\sound\music\epicmap' called 'intro'. The 'intro' folder under 'data' will be the 'intro' sound tag under 'tags'.

This is because whatever sounds are inside the 'intro' folder will become the permutations of the 'intro' sound tag. As a result, the 'intro' folder is treated as a sound tag.

In the case of music, you only want one sound in the folder, which is the whole song. In the case of dialog or any sound effects, you can make multiple recordings and stick them in the folder, creating different permutations to randomly choose from.

So, place your 'intro.wav' sound file in the 'intro' folder. The name of the .wav file will be the name of that permutation in the sound tag. They don't have to match.

Now, when you specify a folder for Tool to look for sounds in, remember that each sound is actually a folder. So, in this case, you don't want to specify the 'intro' folder, but the folder above it, which is the 'epicmap' folder.

You can put as many sounds as you want under the 'epicmap' folder, and Tool will compile all of them, i.e.:

data\sounds\music\epicmap\intro\intro.wav
data\sounds\music\epicmap\middle\middle.wav
data\sounds\music\epicmap\ending\ending.wav

In the case of multiple permutations for, say, dialog, one sound tag setup could look like this:

data\sound\dialog\chief\hurt friend\1.wav
data\sound\dialog\chief\hurt friend\2.wav
data\sound\dialog\chief\hurt friend\3.wav

In which case you would specify the folder 'sound\dialog\chief'. This would create a sound tag called 'hurt friend' with 3 permutations: '1', '2', and '3'.

Finally, here are the commands to compile using Tool.

For Xbox format, use this:

tool sounds sound\music\epicmap xbox 1

For Ogg format, use this:

tool sounds sound\music\epicmap ogg 1

For music, make sure to check the 'split long sound into permutations' box at the top of the sound tag and then recompile. You could also create the sound tag with Guerilla and check that box before compiling. Even if the song is shorter than the limit, it's best to split it up anyways.

On a side note, although I've used the Xbox format without a problem, it tends to result in larger file sizes than the Ogg format without any increase in quality. It's best to use the Ogg format. After all, the majority of default Halo sounds used Ogg.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Aug 13, 2009 03:59 PM    Msg. 12 of 13       
Because you posted a link to a tutorial which had a link to the codec. Some people prefer direct linking.


Me KS
Joined: Feb 2, 2008

Desire is Reality. Xfire: jetmaster23


Posted: Aug 13, 2009 04:32 PM    Msg. 13 of 13       
Quote: --- Original message by: l283023
Why would you need to upload it?
It is in my first post :-/


Oh woops. I only checked the link posted by OrangeJuice. It's the exact same link as the one in the tutorial, but for some reason it doesn't work. That's why I uploaded it myself.

Regardless, now people have another source for it.

 

 
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