Gta San Andreas Audio Streams Aa
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i had this problem for a long time, i have a feeling it is because of the system memory runs out and crashes. Sometimes the game stops streaming the roads/scenery then crashes because of the audio streams. With a lot of mods, gta sa will use a lot of memory
On Game folder type the path of streams folder, for example: C: Program Files Rockstar Games GTA San Andreas audio streams. You may also type DVD path, for example: E: audio streams. On Output folder type the path where the music will be exported. Click Extract and wait till it finishes. Now you have all San Andreas music into Output folder.
Disclaimer: Although we make every effort to ensure the validity of submissions to the GTAGarage database, GTANet cannot accept responsibility for the contents of user submitted files. Website: Works with: Release/Version: 1.0 Status: Complete Started on: 15 Dec 2009 Last Updated: 25 May 2010 Views: 20383 Type: Created from scratch Rating: (2 votes) Please to rate this mod Description a new stream fix for GTA SAN ANDREAS: Game looks bright than before.Increased the game lighting so objects are brighter and better. More memory-parked cars and replay. The audio bug is fixed.What i mean is that during a thunder storm the car engine sound goes off but this mod will fix it.Also other environmental sounds resume as normal during rainy weather.
this method extracts all audio from GTA San Andreas, includes all music, DJ chatter, ads, background sounds and cutscenes. How to build 1) Get this archive: 2) On terminal extract this archive with: tar xfv radio-free-san-andreas-0.2.tar.bz2 3) Go to extracted folder: cd radio-free-san-andreas-0.2 4) Type:./bootstrap &&./configure 5) If a problem occurs, install the missing libraries and rerun the command./configure until it runs without errors. 6) Build (type it): make How to use 1) Go to src/ folder: cd src/ 2) Create the folder where the files will be stored: mkdir /gtasounds 3) Type:./extract your gta folder/audio/streams/. user folder/gtasounds./metadata.conf Do not use quotation marks or abbreviations , it will cause errors. If your path contains spaces, use a ' ' for a correct interpretation, for example:./extract /home/mrk3004/Games/GTA San Andreas/audio/streams/.
Audio/streams/. extracts all the musics and sounds. T o extract some in specific, follow the table below: Filename Station audio/streams/aa Police audio/streams/adverts Adverts audio/streams/ambience Ambience audio/streams/beats Beats audio/streams/ch Playback FM audio/streams/co KROSE audio/streams/cr K-DST audio/streams/cutscene Cutscene audio/streams/ds Bounce FM audio/streams/hc SFUR audio/streams/mh Radio Los Santos audio/streams/mr Radio X audio/streams/nj CSR audio/streams/re K-JAH audio/streams/rg Master Sounds audio/streams/tk WCTR .
GTA-Modding.com Draw out San Andreas Music Herb San Andreas Music Equipment: Short training author: FunGt This tutorial describes how to extract from San Andreas set up or from San Andreas DVD all the stereo songs. Download, get and run the program. On Video game folder kind the route of streams folder, for illustration: C: Program Files Rockstar Video games GTA San Andréas audio streams.
Yóu may furthermore type Dvd and blu-ray path, for illustration: Y: audio streams. On Output folder kind the route where the songs will be exported. Click on Extract and wait till it surface finishes. Right now you have got all San Andreas songs into Result folder.
/ / Gta sa cutscene audio files Gta sa cutscene audio documents Name: Gta sa cutscene audio data files File dimension: 926mb Vocabulary: English Ranking: 4/10 Gta san andreas cutscene audio files free of charge download. Click here to get file. How to fix cutscene voices and songs in a sá pedestrian audio fixed. Gta san andreas. How To Repair Cutscene Sounds and Songs in GTA SA PEDESTRIAN Sound FIXED Have fun with (HD) How to Obtain the Missing audio data files for GTA SA (NO Bittorrent). 15 August I had recently included cutscene audió in gta sá.
I got the same problem 2 yr ago and find a remedy download this fiIe from megaupload ánd insert into GTA San Andreas audio streams folder(Overwrite if it. In San Andreas cutscenes are only loaded making use of ruralwastegh.com éach cutscene (the.lower.ifp ruralwastegh.com files) to its audió streams ánd it. Issue on all machines where specific collisions triggered parts of the audio program to drive (audio effects, cutscene audio - just radio keeps going) - users know. My gta sán andreas audio not really functioning like discussion, cutscenes ruralwastegh.com size of my audio folder is certainly gb and when taken out the data files using. 20 Jun I set up GTA San Andréas on my PC.
Be that you're also either missing or the deveIopers didn't produce audio conversasion data files in Spanish. 20 Dec Gta San Andreas Audio Channels Aa File Download (Overall Downloads: ) How to repair GTA San Andreas radio stations and cutscenes voices. More:.
go to command prompt (Run>Cmd) and then direct it to your GTA Folder for me this is \"cd C:\\Program Files\\Rockstar Games\\GTA San Andreas\" but without quotes. in comand prompt type this : saat_stream -e audio\\streams** c:\\temp\\saat Keep this open because we will need it later. Where ** is type the name of the radio station you want to edit E.G CH
Now we have to import the custom songs into GTA. To do this go back to Command Prompt and type this: saat_stream -i audio\\streams** c:\\temp\\saat**\\stream_import.ini audio\\CONFIG\\TrakLkup.dat Where ** is type the name of the radio station you want to edit E.G CH Now just hold your breath and hope it works x] if you have any problems just coment and ill try to help you wink.gif
In previous games, radio stations consisted of a single, looped audio file which repeated songs, DJ commentary and commercials in the same order. In GTA San Andreas, the game itself randomizes the playlist, DJ commentary during and between songs, and other aspects such as weather reports. Some stations, most notably West Coast Talk Radio, changes its programming as the game progresses, sometimes reflecting events within the game or subplots occurring within the radio programming. Even the police radio track changes towards the latter part of the game, when the riots occur.
\"User Track Player\" only supports .ogg and .mp3 music formats (as well as shortcuts to those types of files). Contrary to previous custom stations in the series, \"User Track Player\" offers various options of playing the music files: in sequential order, on random, or within a rudimentary radio station that only plays commercials between music tracks. Players are also allowed to immediately skip to the next track if the station is not set as a radio station. Inserting custom music into \"User Track Player\" consists of placing music files in a \"User Tracks\" folder, located in its GTA \"User Files\" folders within My Documents. To ensure recently inserted tracks are sure to be played, GTA San Andreas requires the players \"scan\" the music folder using the audio options for new music tracks.
The San Andreas Audio Toolkit (SAAT) User ManualCurrent Version: 1.10The San Andreas Audio Toolkit (SAAT) is a set of commandline tools useful for modding the PC version of the video game Grand Theft Auto: San Andreas. SAAT allows the importing of music files into SA audio streams and the importing of WAVe files into SA sfx archives. It will also necessarily allow exporting from each type of archive into individual files.SAAT was written by Dave Schmitt (AKA \"P.D. Escobar\") in C++; it is an open-source program released under the GNU General Public License. It was based on the open-source program Radio Free San Andreas and uses several open-source libraries: libogg and libvorbis for Ogg Vorbis processing and libsndfile for other sound processing.ResourcesDownload Locations for Version 1.10SAAT is distributed in two primary locations. From the official website: _release_1_10.zip From GTA Garage: =1186Official WebsiteThe official SAAT website is It contains the most recent version of this README file, other documentation, and the distribution downloads.FeedbackThe main place for discussion and feedback on SAAT is its GTA Forums thread: =225049. You may also contact the author directly via email.InstallationWindows BinariesTo install, simply unzip the archive and copy/move saat_stream.exe, saat_sfx.exe, and all INI files to a useful location such as the GTASA main directory. To use, follow the directions below and then follow the usage or examples.Open a Command Prompt window. On Windows XP this is done by choosing Start -> All Programs -> Accessories -> Command Prompt. In the Command Prompt window, type the name of the drive where you installed the executables and hit return. For example, if you installed the executables to drive D: you would typeD:and then return. Change to the directory where you installed the executables by using the cd command. For example, if you installed the executables to D:\\Program Files\\Rockstar Games\\GTA San Andreas you would typecd \"D:\\Program Files\\Rockstar Games\\GTA San Andreas\"and then return. You are now ready to use the program; see the usage or examples for more.Source To install from source, unzip the full archive and open a command prompt to the src directory. Open Makefile in an editor and change the PLATFORM variable to a value useful for your environment, editing as necessary. Then simply type 'make' in the source directory to compile. After compilation, you would follow the instructions for the binary installation above.UsageStream toolsaat_stream.exe -e Simple export mode; exports all tracks from , storing the Ogg Vorbis files in an appropriately named subdirectory of . saat_stream.exe -r RFSA export mode; like -e but uses contents of for additional descriptive information to tag and name the exported files. Note: running RFSA mode on modified streams could lead to confusion. saat_stream.exe -i Import mode; creates based on the information and filename references in . Also updates to reflect the changes SFX toolsaat_sfx.exe -e Export mode; exports all sounds from , storing the WAVe files in an appropriately named subdirectory of . Uses to help locate sounds within the archive.saat_sfx.exe -i Import mode; creates based on the information and filename references in . Also updates to reflect the changes ExamplesI. Stream Tool Exporting streams example: BEATS Assumptions: This example assumes that GTASA is installed to the directory c:\\Program Files\\Rockstar Games\\GTA San Andreas\\. It also assumes that saat_stream.exe is in that directory. It further assumes that directory c:\\temp exists and is usable. Steps: Open a command prompt window and change to the GTASA install directory At the command prompt type the following: saat_stream -e audio\\streams\\BEATS c:\\temp\\saat This will create a directory called c:\\temp\\saat\\BEATS which will contain the 10 Ogg Vorbis tracks from that stream (files named simply such as \"Track_001.ogg\") and a file called stream_import.ini which can be used to import any changes. Exporting streams with metadata example: BEATS Assumptions: This example assumes that GTASA is installed to the directory c:\\Program Files\\Rockstar Games\\GTA San Andreas\\. It also assumes that saat_stream.exe and metadata-full.ini are in that directory. It further assumes that directory c:\\temp exists and is usable. Steps: Open a command prompt window and change to the GTASA install directory At the command prompt type the following: saat_stream -r audio\\streams\\BEATS c:\\temp\\saat metadata-full.ini This will create a directory called c:\\temp\\saat\\Beats which will contain the 10 Ogg Vorbis tracks from that stream (files named descriptively such as \"Club Dance Track #2 (Hollywood Swingin').ogg\" & tagged with appropriate comments) and a file called stream_import.ini which can be used to import any changes. Importing streams example: Replacing two dance tracks. Assumptions: This example assumes you've done the above BEATS export (example A) and it makes all of the same assumptions that example A makes. It also assumes that you have a file somewhere called \"New Dance.ogg\" It further assumes that you have a second file c:\\music\\dance_mix.ogg Steps: Copy \"New Dance.ogg\" into the c:\\temp\\saat\\BEATS directory. Open c:\\temp\\saat\\BEATS\\stream_import.ini in notepad and look in the section [Track_003] (this is originally \"Funky President\") Change the line which says \"filename = Track_003.ogg\" so that it says \"filename = New Theme.ogg\" Now look in the section [Track_004] (this is originally \"Nuthin' But a 'G' Thang\") Change the line which says \"filename = Track_004.ogg\" so that it says \"filename = c:\\music\\dance_mix.ogg\" Save the changes and exit notepad. Backup your original BEATS audio stream and the TrakLkup.dat file Using the game directory from the example, these files would be: c:\\Program Files\\Rockstar Games\\GTA San Andreas\\audio\\streams\\BEATS c:\\Program Files\\Rockstar Games\\GTA San Andreas\\audio\\CONFIG\\TrakLkup.dat Go back to the command prompt from the previous example and type: saat_stream -i audio\\streams\\BEATS c:\\temp\\saat\\BEATS\\stream_import.ini audio\\CONFIG\\TrakLkup.dat Start a new game, head to the dance club, enter the red marker and hear your new music. Note, the dance moves remain unchanged from the original songs in this example. II. SFX Tool Exporting sound effects example: GENRL Assumptions: This example assumes that GTASA is installed to the directory c:\\Program Files\\Rockstar Games\\GTA San Andreas\\. This example assumes that GTASA is installed to the directory c:\\Program Files\\Rockstar Games\\GTA San Andreas\\ It also assumes that saat_sfx.exe is in that directory It further assumes that directory c:\\temp exists and is usable Steps: Open a command prompt window and cd to the GTASA install directory At the command prompt type the following: saat_sfx -e audio\\SFX\\GENRL c:\\temp\\saat audio\\CONFIG\\BankLkup.dat This will create a directory called c:\\temp\\saat\\GENRL which will contain a file called sfx_import.ini and 137 Bank_XXX subdirectories; each of these directories will contain WAV format sound files. Importing sound effects example: Changing the emergency vehicle siren. Assumptions: This example assumes you've done the above GENRL export and assumes all of the same things that example assumed. It also assumes that you have a 16-bit PCM mono WAV file somewhere called \"siren.wav\"; the sample rate of the sound shouldn't matter. Steps: Open c:\\temp\\saat\\GENRL\\sfx_import.ini in notepad and look in the section [Bank_068] Copy siren.wav to the c:\\temp\\saat\\GENRL directory. The main siren is sound 011 and the alternate siren that plays when you use the horn is sound 012. Assuming we want to replace the main siren, change the line \"sound_011.filename = Bank_068\\sound_011.wav\" to instead say \"sound_011.filename = siren.wav\" Save the changes and exit notepad. Backup your original GENRL sfx archive and the BankLkup.dat file Using the game directory from the example, these files would be: c:\\Program Files\\Rockstar Games\\GTA San Andreas\\audio\\SFX\\GENRL c:\\Program Files\\Rockstar Games\\GTA San Andreas\\audio\\CONFIG\\BankLkup.dat Go back to the command prompt from the previous example and type: saat_sfx -i audio\\SFX\\GENRL c:\\temp\\saat\\GENRL\\sfx_import.ini audio\\CONFIG\\BankLkup.dat Load a game, grab an emergency vehicle and enjoy your new siren. Notes on import formats In order for your sounds to play correctly in the game, they must be in the proper format. Thus, it will be highly useful to have an audio editor or conversion program available. There are many such programs, but one of note is Audacity. I single out Audacity because it is an open source audio editor and it is one of the tools used to test SAAT. Audacity is available at Currently, SAAT will only accept Ogg Vorbis files for stream import. The bitrate shouldn't matter but the unmodified game uses variable bitrate files so that would be the preference. The most important thing is that the Ogg Vorbis files must be in stereo. If you import a mono file, it will play at double speed resulting in a \"chipmunk\" effect. If you have a mono file, make a stereo file out of it by duplicating the original single track for both the left and right channels before importing. Also note that there appear to be some minimum length restrictions on stream tracks. In testing, very short (< 2 seconds) sounds worked fine for AMBIENCE sounds, but caused problems when used as part of radio songs. Within the radio streams, all radio songs/shows are broken up into several pieces. There are one or more small \"intro\" segments, a large \"mid\" segment, and one or more small \"outro\" segments. When the track is played, the game randomly picks an intro and outro and then plays the three selected pieces in order. In the unmodified game, the shortest pieces are in the area of 7-10 seconds. In limited testing, pieces of 5 seconds or less seemed to confuse the game and cause long pauses of \"dead air\" after the piece was played. More testing should be done in this area, but for now be cautious about using very short song pieces.Sound Effects SAAT can handle most of the file formats that libsndfile can process. Since all the original sound effects are mono, 16-bit integer (little endian), PCM (uncompressed) WAVe files (without headers,) that is the preferred format. As with the streams, the most important thing is that it is a mono sound. If you have a stereo sound, you must mix it down to a single channel before you import it. Otherwise, in the game it will play at half speed. You should not have to worry about the sample rate as the game uses whatever rate it is told to use; however, the sample rate of the exported sound is listed in the import INI file. This will allow you to ensure the replacement sound uses the same rate if you would like to be extra cautious. The following formats have worked in testing and will probably work for you: mono 16-bit PCM WAV (preferred as no internal conversion is necessary) mono 8-bit PCM WAV mono 4-bit MS ADPCM WAV mono 4-bit IMA ADPCM WAV mono 16-bit PCM AIFF mono 8-bit PCM AIFF mono 16-bit PCM AU mono 8-bit ULAW AU The following formats have not worked in testing and should be avoided: mono 32-bit float WAV mono 32-bit float AIFF mono headerless RAW stereo anything (see notes above) These formats may be supported in future versions of SAAT. For other formats, if it is supported for reading by libsndfile, there is a chance it will work. Feel free to experiment with such formats and report back to the author so it can be included in the documentation of future versions. The libsndfile homepage is -nerd.com/libsndfile/One final note, imported sfx files must be less than 10MB. Anything over that will definitely cause a problem, and sfx files close to that might cause a problem. Since the largest sound in the unmodified game is approximately .5 MB this really shouldn't be an issue.Useful INI values SAAT uses INI files for a variety of purposes. Currently, there are three main types of INI files: metadata files, stream import files, and sfx import files. What follows are brief format outlines and useful values for these. I. metadata INI files Because SAAT was born of RFSA, it uses an INI file for metadata information when doing stream exports. A. [global] section The metadata INI should have a [global] section for tagging information relevant to every stream in the game. In this section, two key strings are useful. 1. albumprefix -- The ALBUM tag for each file will be comosed of this prefix followed by the 'station' name for the stream. 2. defaultartist -- If ARTIST tag information is not given for an individual track or individual stream, this is used; it is the last resort and if missing, the hardcoded default is \"Rockstar North\" B. stream sections (md5 string or basename) RFSA used an MD5 checksum as the stream identifier. In order to maintain RFSA compatibility, these checksums can still be used, but due to the SAAT implementation, they are faked. That means that the checksum [8a388107cdf3934b3f7a3f1e2b33199c] will be interpreted as the AA stream regardless of the actual contents of AA. SAAT also allows a more simple basename as the stream identifier. Thus, information for stream AA can be placed in a section [AA] This is the preferred identifier and will be used first if found. In stream sections the following key strings are useful. Note that most are of the form \"trackX.YYYY\"; these are track-specific and only apply to track 'X'. For example, track5.title is the title for track 5. 1. stream -- unused by the program; mere description in the supplied metadata-full.ini so that the user knows at a glance which stream the section applies to since most people don't know the md5 sums. 2. station -- used as the subdirectory name for the exported tracks and as part of the ALBUM tag for each track in the stream. 3. defaultartist -- default ARTIST tag for the stream; generally the voice actor for the station DJ(s). 4. trackX.title -- TITLE tag for the track and default filename; if it is used for the filename, \".ogg\" is appended and it may be sanitized to remove problem characters. 5. trackX.filename -- specific filename to override use of title. If not present, trackX.title is used; if neither is present the hardcoded default of \"Track_xxx.ogg\" is used. 6. trackX.artist -- ARTIST tag for the track. If not present, the stream defaultartist is used; if neither is present, the [global] defaultartist is used. II. stream import INI files Information related to how to build a stream when importing is stored in a stream import INI file. Such a file is automatically generated when exporting, but in theory could be created from scratch. A. [Stream] section The stream import INI must have a [Stream] section for global stream-related information. Note the capitalization. In this section, the following key strings are useful. 1. basename -- currently unused by importer; contains the base filename of the stream which was exported 2. lookup_index -- in order to pick out the proper track in the stream archive, the game uses a lookup table called TrakLkup.dat; this is the index of the imported stream within that file. You should only change this if you really know what you are doing. Note that if you export from a stream with a nonstandard name, SAAT will warn and set the lookup_index to -1; in that case you must change it to a valid value before importing with that INI. In the unmodified game, the following indices are used for the streams: 0 = AA (Police) 1 = ADVERTS 2 is unused by the game 3 = AMBIENCE 4 = BEATS 5 = CH (Playback) 6 = CO (KROSE) 7 = CR (KDST) 8 = CUTSCENE 9 = DS (Bounce FM) 10 = HC (SFUR) 11 = MH (Radio Los Santos) 12 = MR (Radio X) 13 = NJ (CSR) 14 = RE (KJAH West) 15 = RG (MasterSounds) 16 = TK (WCTR) 3. num_tracks -- the number of actual tracks in the stream; this really should not be changed and there must be an equivalent number of [Track_XXX] sections or bad things will happen. B. Track sections The stream import INI must have a [Track_XXX] section for each track which will be imported into the stream. The first track will use section [Track_001], the second [Track_002], etc. Useful key strings: 1. beat_total -- If a given track will be used for the Dance minigame or the LowRider Challenge minigame, it must have the \"beat\" information defined in the stream. If the beat_total is 0, there will be no such information stored in the stream. However, if the beat_total is nonzero then the track section should contain the beat information which will be imported. In the unmodified game, only 6 tracks in the BEATS stream contain such information. 2. beat_YYY.timing -- If the track has beats, there should be timings defined for each one. Thus if your beat_total is 170 there should be 170 separate beat_YYY.timing entries numbered consecutively from beat_000.timing through beat_169.timing; they don't necessarily have to be listed in numerical order. Each timing value is the number of elapsed miliseconds from the start of the song when the beat should be entered. As such, beat_001.timing should be a higher value than beat_000.timing and so on. If this is not the case, SAAT will warn you on import and attempt to adjust the timings. 3. beat_YYY.control -- If the track has beats, there should be controls defined for each one. Thus if your beat_total is 170 there should be 170 separate beat_YYY.control entries numbered consecutively from beat_000.control through beat_169.control; they don't necessarily have to be listed in numerical order. Each control value is an identifier for which key must be pressed to enter that beat. The following control values are useful and dance values probably should not be mixed with bounce values; invalid controls will cause SAAT to warn you on import and prematurely end the beats. Dance Controls LowRider Challenge Bounce Controls 1 = Down Arrow 9 = Right (6) 13 = Up (8) 2 = Left Arrow 10 = Left (4) 14 = Down (2) 3 = Up Arrow 11 = Up/Rt (8+6) 15 = Up/Lt (8+4) 4 = Right Arrow 12 = Dn/Lt (2+4) 16 = Dn/Rt (2+6) 33 = Beat End token (should be the last defined control) 4. filename -- The name of the sound file which is being imported for this track. This can be a relative path (\"foo.ogg\", \"..\\bar\\baz.ogg\") or an absolute local path (\"\\temp\\moo.ogg\", \"C:\\music\\my song.ogg\"). The filename should not be quoted in any way and embedded spaces are okay. The INI file will be scanned on import and missing/invalid filenames will cause an error and the import will be aborted. 5. length_index -- The length of the Ogg Vorbis file is stored in the track header within the stream; however, the position of this length varies somewhat. Tracks which have beat information generally use a length_index of 1 while other tracks use a length_index of 0. This value is stored in the INI on export and shouldn't be changed. 6. length_extra -- There is an unknown 32-bit integer value stored in the track header after the length. It looks like it may have once been intended as a sample rate but is now probably unused. To be cautious, this value is stored in the INI on export and probably shouldn't be changed. For the curious, most tracks have 48000 here, but all the AMBIENCE tracks use 24000. Additionally, most of the CUTSCENE tracks use 0 aside from a couple 48000s and one 25137. III. sfx import INI files Information related to how to build a sfx archive when importing is stored in a sfx import INI file. Such a file is automatically generated when exporting, but in theory could be created from scratch. A. [Archive] section The sfx import INI must have an [Archive] section for global archive-related information. Note the capitalization. In this section, the following key strings are useful. 1. basename -- currently unused by importer; contains the base filename of the archive which was exported. 2. lookup_index -- in order to pick out the proper sound from the sfx archive, the game uses a lookup table called BankLkup.dat; this is the index of the imported archive within that file. You should only change this if you really know what you are doing. Note that if you export from a archive with a nonstandard name, SAAT will warn and set the lookup_index to -1; in that case you must change it to a valid value before importing with that INI. In the unmodified game, the following indices are used for the archives: 0 = FEET 1 = GENRL 2 = PAIN_A 3 = SCRIPT 4 = SPC_EA 5 = SPC_FA 6 = SPC_GA 7 = SPC_NA 8 = SPC_PA 3. num_banks -- sfx archives are divided up into several sound \"banks\" which each contain between 1 and 400 actual sound effects. This is the number of sound banks within the archive; this really should not be changed and there must be an equivalent number of [Bank_XXX] sections or bad things will happen. B. Bank sections In bank sections the following key strings are useful. Note that most are of the form \"sound_YYY.ZZZZ\" ; these are specific to an individual sound effect. For example sound004.filename is the filename of the fourth sound in the bank. 1. num_sounds -- This is the number of sound effects within the bank. Once again, it really shouldn't be changed and there should be an equivalent number of sound_YYY.ZZZZ entries in the bank section. 2. sound_YYY.filename -- The name of the sound file which is being imported. This can be a relative path (\"foo.wav\", \"..\\bar\\baz.wav\") or an absolute local path (\"\\temp\\moo.wav\", \"C:\\sound\\cool sfx.wav\"). The filename should not be quoted in any way and embedded spaces are okay. The INI file will be scanned on import and missing/invalid filenames will cause an error and the import will be aborted. 3. sound_YYY.sample_rate -- The sample rate of the exported sound effect. This is for informational purposes only in case you wish to save your replacement sound at the same rate as the original. 4. sound_YYY.unknown_16 -- There is an unknown 16-bit integer value stored in the bank header for each sound after the sample rate. The most common value is 0 but a wide variety of non-zero values are also seen. If a given sound entry has a non-zero value, it is stored on export with this key string. It is probably a bad idea to change this value or to add this key with a different value. 5. sound_YYY.unknown_32 -- There is an unknown 32-bit integer value stored in the bank header for each sound. The standard value used is -1, but if a given sound entry has a non-standard value, it is stored on export with this key string. It is probably a bad idea to change this value or to add this key with a non-standard value. End of SAAT User Manual Download Alci's SAAT GUI FrontEnd V1.10 Find This Article's Source 153554b96e
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