Someone know a sound software to edit PoP sound?
Someone know a sound software to edit PoP sound?
Plainly that: Poirot used a totally really old RIFF header format...
Now I tested already 6 software, all them failing to save natively in the format that PR saves, and all them failing to save natively in PR format after I use "sox" on them...
The results vary, but usually it is just random noise... I tried saving even with "windows recorder" on my XP, and it also saves with the new RIFF PCM header (that has a "FACT tag inside, that PR does not support... and even tough sox remove the FACT tag, the file remain non-working).
So, someone here that ever edited PoP sounds can point me what software on earth can I use?
Now I tested already 6 software, all them failing to save natively in the format that PR saves, and all them failing to save natively in PR format after I use "sox" on them...
The results vary, but usually it is just random noise... I tried saving even with "windows recorder" on my XP, and it also saves with the new RIFF PCM header (that has a "FACT tag inside, that PR does not support... and even tough sox remove the FACT tag, the file remain non-working).
So, someone here that ever edited PoP sounds can point me what software on earth can I use?
Re: Someone know a sound software to edit PoP sound?
2 years ago I tried to modify POP sound, and I've discovered something I'd like to share with you. There are some header bytes before the sound (Not to mention the Microsoft WAV header), this is the size of the sound.
Oh and for editing POP sounds, I recommend CoolEdit. If you can't find it, ask me for it (the author wants registration).
Oh and for editing POP sounds, I recommend CoolEdit. If you can't find it, ask me for it (the author wants registration).
Refueled my car! Now I can keep going!
Re: Someone know a sound software to edit PoP sound?
Yes, i've already discovered that.mickey96 wrote:There are some header bytes before the sound
For PoP1 sounds, the header is:
Code: Select all
1 byte: type of sound, 0=pcspeaker, 1=wave, 2=midi
The following appear only if wave:
2 bytes: sample rate
2 bytes: number of samples
2 bytes: always 0
1 byte: sample size, always 8
Code: Select all
1 byte: type of sound, 0=pcspeaker, 1=wave, 2=midi
The following appear only if wave:
2 bytes: sample rate
1 byte: sample size, 8 if not compressed, 255 if compressed (NISDIGI.DAT)
2 bytes: number of samples, or 0 if compressed
4 bytes: 0 for most sounds
The following appears only if compressed:
2 bytes: number of samples after decompression
Re: Someone know a sound software to edit PoP sound?
David, there's something I'm trying to understand. In a related topic here, I tried converting a custom WAV file to the format used by the original game. Theoretically, this should work:David wrote:Yes, i've already discovered that.mickey96 wrote:There are some header bytes before the sound
For PoP1 sounds, the header is:Code: Select all
1 byte: type of sound, 0=pcspeaker, 1=wave, 2=midi The following appear only if wave: 2 bytes: sample rate 2 bytes: number of samples 2 bytes: always 0 1 byte: sample size, always 8
Code: Select all
sox in.wav -e unsigned-integer -r 11025 -c 1 -b 8 out.wav
Re: Someone know a sound software to edit PoP sound?
When exporting, PR thinks that in the DAT file, everything after the first byte is part of the sound data, so the header is exported as if it was part of the the sound samples.
When importing, PR still thinks that in the DAT file, everything after the first byte is part of the sound data, so the place of the header is filled with the beginning of the sound samples. If it's a WAV that was exported with PR, then this will write back the header, but otherwise it won't.
Here is the sound in the DAT file: light green=checksum byte, red=sound header, green=samples Here is how PR exports it: orange=part of WAV header, red=sound header (which shouldn't be here!), green=samples Both at exporting and at importing, PR thinks that the "red" is part of the "green".
When importing, PR still thinks that in the DAT file, everything after the first byte is part of the sound data, so the place of the header is filled with the beginning of the sound samples. If it's a WAV that was exported with PR, then this will write back the header, but otherwise it won't.
Here is the sound in the DAT file: light green=checksum byte, red=sound header, green=samples Here is how PR exports it: orange=part of WAV header, red=sound header (which shouldn't be here!), green=samples Both at exporting and at importing, PR thinks that the "red" is part of the "green".
Re: Someone know a sound software to edit PoP sound?
Thanks for your comprehensive response, David.
I'll have to study it some time to fully understand it.
I'll have to study it some time to fully understand it.
Re: Someone know a sound software to edit PoP sound?
Hi everyone!
I created a java program which adds the missing sound header to WAV files so they can be added to POP1 DAT file with PR!
You simply have to create your own WAV in your favourite SW, then convert it with SOX:
And the next step is to use my little tool:
That's it!
I created a java program which adds the missing sound header to WAV files so they can be added to POP1 DAT file with PR!
You simply have to create your own WAV in your favourite SW, then convert it with SOX:
Code: Select all
sox in.wav -e unsigned-integer -r 11025 -c 1 -b 8 out.wav
Code: Select all
java -jar PrinceSound.jar out.wav "touching a wall.wav"
- Attachments
-
- PrinceSound.zip
- Contains the JAR file and sources.
- (16.89 KiB) Downloaded 124 times
Re: Someone know a sound software to edit PoP sound?
Good idea, but it would be better to fix PR.
I have just fixed my copy of PR, and it exports and imports the original sounds correctly, i.e. the red part is not in the wav files.
While at it, some names (in resources.xml) should be replaced with something else, because the current name is either
- meaningless (e.g. 10051: res10051.wav -> door opening in princess's room),
- hard to understand (e.g. 10012: taking a life to the enemy -> sword hits guard),
- or incorrect (e.g. 10007: drinking potion -> gate reached top).
I attached a table that lists some information about all PoP1 sounds, including the name fixes.
I have just fixed my copy of PR, and it exports and imports the original sounds correctly, i.e. the red part is not in the wav files.
While at it, some names (in resources.xml) should be replaced with something else, because the current name is either
- meaningless (e.g. 10051: res10051.wav -> door opening in princess's room),
- hard to understand (e.g. 10012: taking a life to the enemy -> sword hits guard),
- or incorrect (e.g. 10007: drinking potion -> gate reached top).
I attached a table that lists some information about all PoP1 sounds, including the name fixes.
- Attachments
-
- pop1_sounds.zip
- (1.46 KiB) Downloaded 123 times
Re: Someone know a sound software to edit PoP sound?
Until PR is fixed, this software will be quite useful.
I'll definitely add some custom sounds to my next mod.
I'll definitely add some custom sounds to my next mod.