English Amiga Board


Go Back   English Amiga Board > Support > support.Games

 
 
Thread Tools
Old 09 April 2005, 13:42   #1
wlcina
Registered User
 
wlcina's Avatar
 
Join Date: Aug 2004
Location: Czech republic
Posts: 580
How to rip sound / effects

Hi, I am ripping alien breeds (SE and AB2 now) I have most of graphics ripped, but I want to rip music and sound effects, I tried to use "prowizard button" in Winuae, it found title music / background noise etc but not sound effects (gun fire/alien dies etc) Do somebody know how to rip sound samples / effects ?
wlcina is offline  
Old 11 April 2005, 11:41   #2
wlcina
Registered User
 
wlcina's Avatar
 
Join Date: Aug 2004
Location: Czech republic
Posts: 580
Nobody know how to do that ? Pls help me somebody :-(
I found tool afilter - on aminet which can do rip sound from adf images but I dont know how to do that exactly
wlcina is offline  
Old 14 April 2005, 16:13   #3
wlcina
Registered User
 
wlcina's Avatar
 
Join Date: Aug 2004
Location: Czech republic
Posts: 580
I found the way - save uncompressed snapshot from amiga game you want to rip samples - insert file to MED Soundstudio as sample and play it - you will hear a lot of noise - but samples are hidden in this noise :-) - Med soundstudio is 10 days trial :-/ so ther is not enought time to rip all ABreeds...
wlcina is offline  
Old 14 April 2005, 16:29   #4
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
rename the snapshot as .wav and any audio editing prog should be fine!
BippyM is offline  
Old 14 April 2005, 16:55   #5
FromWithin
Music lord
 
FromWithin's Avatar
 
Join Date: Jun 2003
Location: Liverpool, UK
Age: 50
Posts: 630
Quote:
Originally Posted by bippym
rename the snapshot as .wav and any audio editing prog should be fine!
Not really. It should be a raw data file. Amiga samples are 8-bit signed which should be specified when loading a raw file into a non-Amiga sample editor.
FromWithin is offline  
Old 14 April 2005, 20:48   #6
Marcuz
Registered User
 
Marcuz's Avatar
 
Join Date: Jun 2002
Location: .
Age: 48
Posts: 5,562
sorry i had missed this thread.
there is a multiformat ripper that i used on the real thing, Thief
given that you have to use it after resetted the machine when the game you want to rip is loaded, most of them files produced weren't faulty.
i'm going to zone it

Last edited by Marcuz; 14 April 2005 at 20:58.
Marcuz is offline  
Old 14 April 2005, 23:19   #7
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
I have an idea that might be quite easy to implement in WinUAE at least!

With some kind of sound ripping command in the debugger, you could intercept all writes to the audio hardware when the game stores the sample address and length. At that point, remember the address/length of that sample and save it to disk. That way, you have the EXACT sample, no rubbish on each side of it. You need to remember the address so that if the game replays that sound effect again, it wouldn't bother to resave it. With this method, each sample would be a maximum of $ffff words long, so long samples would be saved in 2 pieces and have to be manually joined. But most games don't have samples that long anyway as that's 128kb in a single chunk...

Might be an idea that Toni could add and would make ripping sound from games pretty easy
Codetapper is offline  
Old 15 April 2005, 07:42   #8
wlcina
Registered User
 
wlcina's Avatar
 
Join Date: Aug 2004
Location: Czech republic
Posts: 580
Did you inform Toni about that ?
wlcina is offline  
Old 15 April 2005, 08:29   #9
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,516
Quote:
Originally Posted by Codetapper
I have an idea that might be quite easy to implement in WinUAE at least!
Consider it done...

My plan is to name ripped samples as <start address>_<length>.wav because it makes detecting duplicates easy without extra memory buffers.

I also plan to add "save whole chip ram as wav"-option for easier manual ripping (8-big signed -> unsigned conversion + wav headers)

btw, you'll get virtual slap if you ask about gfx ripping in this thread
(and don't forget that it is much much much more complex and can't be done automatically)
Toni Wilen is online now  
Old 15 April 2005, 09:04   #10
wlcina
Registered User
 
wlcina's Avatar
 
Join Date: Aug 2004
Location: Czech republic
Posts: 580
:-) great to hear :-) (I am using gfxrip to ripping gfx ;-) )

you made me impatient now for next version Winuae release ;-)
wlcina is offline  
Old 15 April 2005, 10:27   #11
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
Awesome Toni, that will be fantastic!

Do you reckon you could also include an option to save the samples as normal Amiga IFF-8SVX samples? In theory you just bolt a standard header onto the sample, put the period in the header and save the data directly from the memory. I for one would be able to use some samples from games much easier on the Amiga if they were directly saved as IFF's but I can convert if it's a pain to code...
Codetapper is offline  
Old 15 April 2005, 11:36   #12
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,516
Quote:
Originally Posted by Codetapper
Do you reckon you could also include an option to save the samples as normal Amiga IFF-8SVX samples?
Ok. Debugger command will be "<command> <mode="realtime"-ripping or save whole chip ram> [<format, defaults to wav>]"
Toni Wilen is online now  
Old 15 April 2005, 21:20   #13
Toni Wilen
WinUAE developer
 
Join Date: Aug 2001
Location: Hämeenlinna/Finland
Age: 49
Posts: 26,516
Ignore previous post...

Sample ripping will be toggle button in output-panel. Sample ripping is "intelligent", it ignores automatically identical samples, only saves longest sample if program plays same sample with different length etc.

iff-support won't be implemented, not worth the trouble for another very rarely needed gui-button, sorry.
Toni Wilen is online now  
Old 15 April 2005, 23:30   #14
Codetapper
2 contact me: email only!
 
Codetapper's Avatar
 
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,182
Toni: No problem if the wave plays at the right speed as lots of tools will convert back to IFF-8SVX anyway

Nice fast work as usual!
Codetapper is offline  
Old 17 April 2005, 10:58   #15
Mr_Modem
Emulator Lord
 
Mr_Modem's Avatar
 
Join Date: Feb 2005
Location: Sweden
Posts: 134
Great Toni!
Mr_Modem is offline  
Old 17 April 2005, 15:28   #16
BippyM
Global Moderator
 
BippyM's Avatar
 
Join Date: Nov 2001
Location: Derby, UK
Age: 48
Posts: 9,355
It's great seeing new features all the time
BippyM is offline  
Old 18 April 2005, 03:09   #17
BlaCkAdDa
Zone Friend
 
Join Date: Mar 2005
Location: Adelaide / Australia
Age: 47
Posts: 214
Send a message via ICQ to BlaCkAdDa
There might be some audio rippers (amiga) on some of the util disks I uploaded to bippym ..
BlaCkAdDa is offline  
 


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
broken sound effects? cd32lover support.Games 0 03 February 2009 21:06
Sound Effects in IK+ noel411 support.Games 3 07 September 2007 03:12
Annihilation - sound effects required Graham Humphrey project.Amiga Game Factory 17 22 August 2007 18:12
IK+ sound effects not working andreas support.WinUAE 4 26 July 2005 20:21
Goblins 3 sound effects Bernhardt support.Games 6 25 July 2003 03:47

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 13:39.

Top

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Page generated in 0.12043 seconds with 13 queries