Essentials Series/Sound and Music: Difference between revisions

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{{EssentialsSeriesBox}}
[[Industrial Park (Level Editor)|Industrial Park]]'s Preview 7 has functions to make importing and exporting sounds and music from the GameCube version of Battle For Bikini Bottom easier. We can use them to import and export GameCube DSP sounds. To convert between DSP and other common sound formats, you can use the tool of your choice. For this tutorial, we're going to use [https://github.com/jackoalan/audacity/releases this Audacity fork with DSP support].
This page is part of the Essential Series modding tutorials. It covers exporting and importing the game's sound and music using [[Industrial Park (Level Editor)|Industrial Park]].


== Exporting ==
== Exporting ==
In BFBB, sounds are stored in [[SND]] (sound effects), [[SNDS]] (music and voices) and [[SNDI]] (headers) assets usually in [[HOP]] files. Most of the game's sounds (effects and voices) are in each individual level that uses them, but music is contained in MNU5.HIP.
In BFBB, sounds are stored in [[SND]] (sound effects), [[SNDS]] (music and voices) and [[SNDI]] (headers) assets usually in [[HOP]] files. Most of the game's sounds (effects and voices) are in each individual level that uses them, but music is contained in MNU5.HIP.


To export a SND or SNDS asset as DSP, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound as DSP. You can then import the DSP in the Audacity fork and export it to other formats such as WAV or MP3.
To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.
* If you're using a Xbox archive, this is a WAV sound which can be played immediately.

* On GameCube (BFBB and Scooby), it's a DSP file which you can use [https://github.com/jackoalan/audacity/releases this Audacity fork with DSP support] (or another tool of your choice) to import and convert to other formats such as WAV or MP3.
This procedure doesn't work with [[HipHopFile]] or by extracting the asset manually because BFBB stores the sound headers in the SNDI asset, separately from the rest of the data which stays in the SND/SNDS. The internal editor for SND/SNDS joins that together before exporting.
* On GameCube (Movie/Incredibles/ROTU), this is a FSB3 file.
* On PS2, this is a VAG file.


== Importing ==
== Importing ==
To import a custom audio file, it must be:
To import a custom DSP audio file (or one exported from another HOP file), simply check the "Trim header and send it to SNDI" checkbox and click on Import Sound Data. Choose your source DSP file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.
* On Xbox, a WAV file.
* On GameCube (BFBB and Scooby), a mono DSP file which you can export from the Audacity version linked above (or another tool of your choice).
* On GameCube (Movie/Incredibles/ROTU), a FSB3 file.
* On PS2, a VAG file.

To import a custom audio file (or one exported from another HOP file), simply check the "Trim header and send it to SNDI" checkbox in the Asset Data Editor and click on Import Sound Data. You can do this on an existing sound asset, or on one you duplicated/renamed. Choose your source file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.

== Jaw Data ==
Jaw Data is contained in the [[JAW]] asset and refers to lip-syncing data for character mouths. You can use [https://github.com/pslehisl/BFBBJawData/releases this plugin] to create jaw data from an audio file in Audacity; then use the Import Jaw Data button in the Asset Data Editor for the sound asset to import it. [https://www.youtube.com/watch?v=WieXyyDt1n0 This video] contains a guide on doing that.


== [[SFX]] ==
== [[SFX]] ==

Revision as of 01:40, 27 April 2020

Essentials Series
  1. Introduction
  2. Industrial Park basics
  3. Editing Assets
  4. Templates
  5. Links
  6. Dispatchers
  7. Tikis and Enemies

This page is part of the Essential Series modding tutorials. It covers exporting and importing the game's sound and music using Industrial Park.

Exporting

In BFBB, sounds are stored in SND (sound effects), SNDS (music and voices) and SNDI (headers) assets usually in HOP files. Most of the game's sounds (effects and voices) are in each individual level that uses them, but music is contained in MNU5.HIP.

To export a SND or SNDS asset, navigate to it in Industrial Park's Archive Editor and click Edit Data. Click Export Sound Data and a file browser dialog will open, allowing you to save the sound.

  • If you're using a Xbox archive, this is a WAV sound which can be played immediately.
  • On GameCube (BFBB and Scooby), it's a DSP file which you can use this Audacity fork with DSP support (or another tool of your choice) to import and convert to other formats such as WAV or MP3.
  • On GameCube (Movie/Incredibles/ROTU), this is a FSB3 file.
  • On PS2, this is a VAG file.

Importing

To import a custom audio file, it must be:

  • On Xbox, a WAV file.
  • On GameCube (BFBB and Scooby), a mono DSP file which you can export from the Audacity version linked above (or another tool of your choice).
  • On GameCube (Movie/Incredibles/ROTU), a FSB3 file.
  • On PS2, a VAG file.

To import a custom audio file (or one exported from another HOP file), simply check the "Trim header and send it to SNDI" checkbox in the Asset Data Editor and click on Import Sound Data. You can do this on an existing sound asset, or on one you duplicated/renamed. Choose your source file in the file browser dialog and Industrial Park will automatically split the header from it and place it in the SNDI file.

Jaw Data

Jaw Data is contained in the JAW asset and refers to lip-syncing data for character mouths. You can use this plugin to create jaw data from an audio file in Audacity; then use the Import Jaw Data button in the Asset Data Editor for the sound asset to import it. This video contains a guide on doing that.

SFX

To be able to play the sound ingame, the SFX asset is used. SFX is an object asset and thus can send and receive events, including the PlaySound event. Most of the attributes of the asset are unknown, but you can change the sound asset ID to your SND/SNDS ID and experiment with the other settings.

Links