Export loop in N64 Sound Tool by SubDrag at 7:59 PM EDT on October 4, 2011
This was requested to me in order to help with sound fonts, so it was fairly trivial to export the wav with the loop block. I know it works according to import via Waveasaur. Same link on goldeneyevault.com -> N64 Tools.
Many thanks, I had been setting loop points manually but this should speed things up considerably! Awesome job.
Edit: Oh and I don't know if you'd want to do this but: is there anyway you could add an option to shorten the filenames of exported sounds? When I export a bank the filenames are so long that they're truncated when importing them to the soundfont editor I use, and thus mistaken for a bunch of identical files. Maybe an option to shorten the names to something like "B00I00S00" instead of the current naming scheme? Just thought I'd ask. Thanks for the tool either way, it's awesome.
I just noticed you can't change sample rates anymore. How come? Some games have incorrect sample rates(actually quite a few seem to) that needs changing and I can't change them anymore.
edited 2:33 AM EDT October 6, 2011
Can't explain it by SubDrag at 9:58 PM EDT on October 6, 2011
*sniff* I downloaded this awesome-sounding updated version... and opened Mario Kart 64 with it... and then.... *drumroll*....
Sound Ripper/Tool has stopped working: A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available.
Also, I'm using Windows 7 64-bit (Service Pack 1, obviously :P) if that means anything.
Try the version I just uploaded - looks like the CtlStyle of Mario Kart was slightly different. Can't resave in Mario Kart though now since not compatible. Enjoy the tool, lemme know any other issues.
Just uploaded? You mean like today? Also, not necessarily an issue, but what exactly does "looping enabled" do? I tried it with SM64 for example, and it didn't do anything, unless it's only certain sounds that loop?
Super Mario is different, I must admit. Its loops just define the start and end. In other games it defines when to loop, which means to continue playing from that spot till another spot when it finishes playing the first time.
Just a question... someone from Smash Boards (soneek -- is he a member here?) asked the following question: "I haven't tried it out yet, but does SubDrag's sound tool give better quality than USFs? Or does it only export the loop points?"
In this case, the USFs in question are The Legend of Zelda: Ocarina of Time (most likely the 1.2 rip).
Wait, are you sure you updated it? Unless I already had the version you updated? I can't really tell, since the site says "September 23, 2011". Also, I got another Sound Ripper/Tool has stopped working with OOT.
Also... I'm still not exactly sure what this is supposed to do.
I know of the simple ripping sounds like "Wahoo" or the sounds of an engine in Mario Kart 64, for example, but... I still don't get what the looping thing does exactly. What exactly is looped? And what does enabling looping actually do? Somehow I was under the impression that you could, for example, find the loop points of a song, for example, let's say Toad's Turnpike loops from 0:00 to 1:17 or something like that. Am I completely wrong, or am I correct but doing it wrong?