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Probleempje met Wayfarer


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hoi hoi.

deze avond heb ik mijn wayfarer vervangen voor een scooter (dus een 2e faggio, laten we het zo zeggen). alles functioneert goed, behalve het geluid. het is het geluid van de wayfarer zelf, plus het schakel geluid. een scooter schakelt niet en zou het wel fijn vinden als de wayfarer hetzelfde geluid als de faggio had. welke bestanden moet ik hiervoor vervangen, omwisselen, of iets dergelijks?

ook heb ik een probleem met mijn nrg-500. ik heb de bf-400, fcr-900 en de freeway vervangen voor een nrg-500, allemaal met een andere texture. het probleem is dat ze allemaal 1 uitlaat hebben, en daar komt ook rook uit. maar het is zo dat de orginele nrg-500 twee heeft, dus rook aan allebei de kanten komt. dit is dus ook zo bij mijn mods. hoe verwijder ik de uitlaatgassen aan de linker kant?

bij voorbaat dank ;)

Geplaatst:

Het enige wat ik weet, is dat je een programma genaamd SAAT oftewel San Andreas Audio Tool nodig hebt om geluiden te wijzigen. Die kan je >> HIER << downloaden. Met die uitlaat kan ik je helaas niet helpen.

Geplaatst:
Het enige wat ik weet, is dat je een programma genaamd SAAT oftewel San Andreas Audio Tool nodig hebt om geluiden te wijzigen. Die kan je >> HIER << downloaden. Met die uitlaat kan ik je helaas niet helpen.

Dankje voor je hulp.

ik heb het nu gedownload maar heb geen idee hoe het werkt :N

Geplaatst:

De Manual is nogal onhandig leesbaar in Kladblok. Kopieer alles, open Word en plak alles, dan is het mooi uitgelijng etc.


                 The San Andreas Audio Toolkit (SAAT) User Manual

Current Version: 1.10

  The 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 [1]GNU General Public License. It
  was based on the open-source program [2]Radio Free San Andreas and uses
  several open-source libraries: [3]libogg and libvorbis for Ogg Vorbis
  processing and [4]libsndfile for other sound processing.

Resources

 Download Locations for Version 1.10

  SAAT is distributed in two primary locations.
    * From the official website:
      [5]http://pdescobar.home.comcast.net/gta/saat/SAAT_release_1_10.zip
    * From GTA Garage: [6]http://www.gtagarage.com/mods/show.php?id=1186


Official Website

  The official SAAT website is
  [7]http://pdescobar.home.comcast.net/gta/saat/. It contains the most recent
  version of this README file, other documentation, and the distribution
  downloads.

 Feedback

  The main place for discussion and feedback on SAAT is its GTA Forums
  thread: [8]http://www.gtaforums.com/index.php?showtopic=225049. You may
  also contact the author directly via email at <pdescobar@comcast.net>.

Installation

 Windows Binaries

  To 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.
   1. Open a Command Prompt window. On Windows XP this is done by choosing
      Start -> All Programs -> Accessories -> Command Prompt.
   2. 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 type
        D:
      and then return.
   3. 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 type
        cd "D:\Program Files\Rockstar Games\GTA San Andreas"
      and then return.
   4. 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.

Usage

 Stream tool

saat_stream.exe -e <stream_file(s)> <target_dir>
 Simple export mode; exports all tracks from <stream_file(s)>, storing the Ogg
 Vorbis files in an appropriately named subdirectory of <target_dir>.

saat_stream.exe -r <stream_file(s)> <target_dir> <metadata_file>
 RFSA export mode; like -e but uses contents of <metadata_file> 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 <target_stream> <import_ini> <lookup_file>
 Import mode; creates <target_stream> based on the information and filename
 references in <import_ini>. Also updates <lookup_file> to reflect the changes

 SFX tool

saat_sfx.exe -e <archive_file(s)> <target_dir> <lookup_file>
 Export mode; exports all sounds from <archive_file(s)>, storing the WAVe
 files in an appropriately named subdirectory of <target_dir>.
 Uses <lookup_file> to help locate sounds within the archive.

saat_sfx.exe -i <target_archive> <import_ini> <lookup_file>
 Import mode; creates <target_archive> based on the information and filename
 references in <import_ini>. Also updates <lookup_file> to reflect the changes

Examples

 I. Stream Tool

   A. 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:
        1. Open a command prompt window and change to the GTASA install
           directory
        2. At the command prompt type the following:
             saat_stream -e audio\streams\BEATS c:\temp\saat
        3. 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.
   B. 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:
        1. Open a command prompt window and change to the GTASA install
           directory
        2. At the command prompt type the following:
             saat_stream -r audio\streams\BEATS c:\temp\saat metadata-full.ini
        3. 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.
   C. 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:
        1. Copy "New Dance.ogg" into the c:\temp\saat\BEATS directory.
        2. Open c:\temp\saat\BEATS\stream_import.ini in notepad and look in
           the section [Track_003] (this is originally "Funky President")
        3. Change the line which says "filename = Track_003.ogg" so that it
           says "filename = New Theme.ogg"
        4. Now look in the section [Track_004] (this is originally "Nuthin'
           But a 'G' Thang")
        5. Change the line which says "filename = Track_004.ogg" so that it
           says "filename = c:\music\dance_mix.ogg"
        6. Save the changes and exit notepad.
        7. 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
        8. 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
        9. Start a new game, head to the dance club, enter the red marker and
           hear your new music.
       10. Note, the dance moves remain unchanged from the original songs in
           this example.

 II. SFX Tool

   A. 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:
        1. Open a command prompt window and cd to the GTASA install directory
        2. At the command prompt type the following:
             saat_sfx -e audio\SFX\GENRL c:\temp\saat audio\CONFIG\BankLkup.dat
        3. 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.
   B. 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:
        1. Open c:\temp\saat\GENRL\sfx_import.ini in notepad and look in the
           section [bank_068]
        2. Copy siren.wav to the c:\temp\saat\GENRL directory.
        3. 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"
        4. Save the changes and exit notepad.
        5. 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
        6. 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
        7. 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 [9]http://audacity.sourceforge.net/

 Streams

  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
  [10]http://www.mega-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 (
         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

References

  1. [url="http://www.gnu.org/licenses/licenses.html#GPL"]http://www.gnu.org/licenses/licenses.html#GPL[/url]
  2. [url="http://www.lysator.liu.se/~creideiki/radio-free-san-andreas/"]http://www.lysator.liu.se/~creideiki/radio-free-san-andreas/[/url]
  3. [url="http://www.xiph.org/downloads/"]http://www.xiph.org/downloads/[/url]
  4. [url="http://www.mega-nerd.com/libsndfile/"]http://www.mega-nerd.com/libsndfile/[/url]
  5. [url="http://pdescobar.home.comcast.net/gta/saat/SAAT_release_1_10.zip"]http://pdescobar.home.comcast.net/gta/saat...elease_1_10.zip[/url]
  6. [url="http://www.gtagarage.com/mods/show.php?id=1186"]http://www.gtagarage.com/mods/show.php?id=1186[/url]
  7. [url="http://pdescobar.home.comcast.net/gta/saat/"]http://pdescobar.home.comcast.net/gta/saat/[/url]
  8. [url="http://www.gtaforums.com/index.php?showtopic=225049"]http://www.gtaforums.com/index.php?showtopic=225049[/url]
  9. [url="http://audacity.sourceforge.net/"]http://audacity.sourceforge.net/[/url]
 10. [url="http://www.mega-nerd.com/libsndfile/"]http://www.mega-nerd.com/libsndfile/[/url]

Geplaatst:
De Manual is nogal onhandig leesbaar in Kladblok. Kopieer alles, open Word en plak alles, dan is het mooi uitgelijng etc.


                 The San Andreas Audio Toolkit (SAAT) User Manual

Current Version: 1.10

  The 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 [1]GNU General Public License. It
  was based on the open-source program [2]Radio Free San Andreas and uses
  several open-source libraries: [3]libogg and libvorbis for Ogg Vorbis
  processing and [4]libsndfile for other sound processing.

Resources

 Download Locations for Version 1.10

  SAAT is distributed in two primary locations.
    * From the official website:
      [5]http://pdescobar.home.comcast.net/gta/saat/SAAT_release_1_10.zip
    * From GTA Garage: [6]http://www.gtagarage.com/mods/show.php?id=1186


Official Website

  The official SAAT website is
  [7]http://pdescobar.home.comcast.net/gta/saat/. It contains the most recent
  version of this README file, other documentation, and the distribution
  downloads.

 Feedback

  The main place for discussion and feedback on SAAT is its GTA Forums
  thread: [8]http://www.gtaforums.com/index.php?showtopic=225049. You may
  also contact the author directly via email at <pdescobar@comcast.net>.

Installation

 Windows Binaries

  To 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.
   1. Open a Command Prompt window. On Windows XP this is done by choosing
      Start -> All Programs -> Accessories -> Command Prompt.
   2. 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 type
        D:
      and then return.
   3. 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 type
        cd "D:\Program Files\Rockstar Games\GTA San Andreas"
      and then return.
   4. 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.

Usage

 Stream tool

saat_stream.exe -e <stream_file(s)> <target_dir>
 Simple export mode; exports all tracks from <stream_file(s)>, storing the Ogg
 Vorbis files in an appropriately named subdirectory of <target_dir>.

saat_stream.exe -r <stream_file(s)> <target_dir> <metadata_file>
 RFSA export mode; like -e but uses contents of <metadata_file> 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 <target_stream> <import_ini> <lookup_file>
 Import mode; creates <target_stream> based on the information and filename
 references in <import_ini>. Also updates <lookup_file> to reflect the changes

 SFX tool

saat_sfx.exe -e <archive_file(s)> <target_dir> <lookup_file>
 Export mode; exports all sounds from <archive_file(s)>, storing the WAVe
 files in an appropriately named subdirectory of <target_dir>.
 Uses <lookup_file> to help locate sounds within the archive.

saat_sfx.exe -i <target_archive> <import_ini> <lookup_file>
 Import mode; creates <target_archive> based on the information and filename
 references in <import_ini>. Also updates <lookup_file> to reflect the changes

Examples

 I. Stream Tool

   A. 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:
        1. Open a command prompt window and change to the GTASA install
           directory
        2. At the command prompt type the following:
             saat_stream -e audio\streams\BEATS c:\temp\saat
        3. 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.
   B. 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:
        1. Open a command prompt window and change to the GTASA install
           directory
        2. At the command prompt type the following:
             saat_stream -r audio\streams\BEATS c:\temp\saat metadata-full.ini
        3. 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.
   C. 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:
        1. Copy "New Dance.ogg" into the c:\temp\saat\BEATS directory.
        2. Open c:\temp\saat\BEATS\stream_import.ini in notepad and look in
           the section [Track_003] (this is originally "Funky President")
        3. Change the line which says "filename = Track_003.ogg" so that it
           says "filename = New Theme.ogg"
        4. Now look in the section [Track_004] (this is originally "Nuthin'
           But a 'G' Thang")
        5. Change the line which says "filename = Track_004.ogg" so that it
           says "filename = c:\music\dance_mix.ogg"
        6. Save the changes and exit notepad.
        7. 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
        8. 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
        9. Start a new game, head to the dance club, enter the red marker and
           hear your new music.
       10. Note, the dance moves remain unchanged from the original songs in
           this example.

 II. SFX Tool

   A. 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:
        1. Open a command prompt window and cd to the GTASA install directory
        2. At the command prompt type the following:
             saat_sfx -e audio\SFX\GENRL c:\temp\saat audio\CONFIG\BankLkup.dat
        3. 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.
   B. 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:
        1. Open c:\temp\saat\GENRL\sfx_import.ini in notepad and look in the
           section [bank_068]
        2. Copy siren.wav to the c:\temp\saat\GENRL directory.
        3. 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"
        4. Save the changes and exit notepad.
        5. 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
        6. 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
        7. 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 [9]http://audacity.sourceforge.net/

 Streams

  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
  [10]http://www.mega-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 (
         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

References

  1. [url="http://www.gnu.org/licenses/licenses.html#GPL"]http://www.gnu.org/licenses/licenses.html#GPL[/url]
  2. [url="http://www.lysator.liu.se/~creideiki/radio-free-san-andreas/"]http://www.lysator.liu.se/~creideiki/radio-free-san-andreas/[/url]
  3. [url="http://www.xiph.org/downloads/"]http://www.xiph.org/downloads/[/url]
  4. [url="http://www.mega-nerd.com/libsndfile/"]http://www.mega-nerd.com/libsndfile/[/url]
  5. [url="http://pdescobar.home.comcast.net/gta/saat/SAAT_release_1_10.zip"]http://pdescobar.home.comcast.net/gta/saat...elease_1_10.zip[/url]
  6. [url="http://www.gtagarage.com/mods/show.php?id=1186"]http://www.gtagarage.com/mods/show.php?id=1186[/url]
  7. [url="http://pdescobar.home.comcast.net/gta/saat/"]http://pdescobar.home.comcast.net/gta/saat/[/url]
  8. [url="http://www.gtaforums.com/index.php?showtopic=225049"]http://www.gtaforums.com/index.php?showtopic=225049[/url]
  9. [url="http://audacity.sourceforge.net/"]http://audacity.sourceforge.net/[/url]
 10. [url="http://www.mega-nerd.com/libsndfile/"]http://www.mega-nerd.com/libsndfile/[/url]

dankje voor de hulp, ik zal er morgen eens even goed naar kijken :eten:

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