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Name Date Size #Lines LOC

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aif/22-Apr-2024-

bnk/22-Apr-2024-129

mus/22-Apr-2024-6451

MakeSound.batD21-Apr-2024539 2615

README.txtD21-Apr-20243 KiB4745

ReMakeSound.batD21-Apr-2024544 2715

sound_data.sarcD21-Apr-2024494 2921

README.txt

1******************************************************
2	Sound Data for the PictoChat Searcher
3
4******************************************************
5The sound effect data played when the PictoChat Searcher displays an icon is called by this package (folder).
6Besides these, there are no other specific sound effects (for things like opening windows or choosing to run Chat), so play other sound effects that are being used in the game as needed.
7Breakdown of Files
8BankPCS/sePCS.bnk
9A buffer file in which illustrations to be used are defined
10SeqPCS/sePCS.mus
11A sequence archive file in which sound effect sequences are written
12WavePCS/CelestaPost.32.t.an5.aiff
13Source waveform
14sound_data.sarc
15Sound archive
16MakeSound.bat
17ReMakeSound.bat
18A batch file to make sound data
19Incorporation into Applications
20There is an easy method for incorporating this data into each game project.
21The main methods are shown below.
22(Other methods of inclusion are acceptable.)
23Note: Each label in its initial state is as follows.
24Sequence archive - - - SEQARC_SE_PCS
25Bank - - - - - - - - - - BANK_SE_PCS
26Waveform archive - - - - - - WAVE_SE_PCS
27* Method #1
28Use sound data created by this package (sound_data.sdat).
29This method creates sound data (sound_data.sdat) using MakeSound.bat, puts that data on the ROM, then plays sounds jointly with the regular sound data in the game.
30Keeping the data independent has the advantage of making it easy to work with, but because you have to change the sound data being used before calling the function that also plays game sound effects, that will have to be addressed when data is included.
31* Method #2
32The bank and sequence archive must be registered in the sound archive (sound_data.sarc) of each game.
33By adding to each game’s sound archive, it is possible to play and manage data the same way you would the game’s sound data. The bank used in the sequence archive is set to reference sound_data.sbdl, so if the path between this file and the sequence archive (sePCS.mus) changes, you must rewrite the include path.
34* Method #3
35Copy and paste to the files that use the contents of the text files in the bank and sequence archive.
36In Method #2, data that is not part of the game is being handled, so the total size increases a bit.
37To avoid this, the text base of each piece of data must be copied and pasted.
38Notes
39* Parameter changes
40The player numbers and priority of sound effects in the sequence archive are set, so you have to make changes depending on the conditions in the game.
41Change player numbers to those which are not used by the game, and coordinate priorities to keep a balance with those used in the game.
42* Path confirmation and changes
43When changing a file’s path, each text file needs to be adjusted.
44* Checking original sound effects
45If you make a mistake when incorporating the data, there is a possibility that a sound different from the original one will be played back.
46Always run SoundPlayer.srl, created by the batch file, to check the original sounds once.
47