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Posted on 12-30-17, 04:58 pm in music Nitro Studio (rev. 15 by  Gota7 on 01-09-18, 10:09 pm)
Red Goomba


Karma: 198
Posts: 14/35
Since: 09-04-16

NOTE: In order to use added SSEQs, you need to use my mod of NSMBe (It changes the Music Selection Box into a value box)
http://www.mediafire.com/file/o16j40z70799ify/NSMBe%20MUSIC%20MOD.rar

You also need to insert Roadrunner's code to allow sseq IDs over 112:
http://www.mediafire.com/file/ywb1v97uwv3s86q/disableMusicLimits.s


Introducing the release of Nitro Studio! An editor for DS music (*sdat), by me, Gota7. (SSEQ Player by Gericom)

Special thanks to Bloom for suggestions for updates and testing!

Features:
  • Saving and opening of sdat.
  • Ability to exract and compress sdat.
  • Edit names and information.
  • Import .mid for .sseq files.
  • SSEQ playback!
  • Export, Import, and replace files.
  • Add new songs and files with Nitro Studio fixing the info automatically.
  • Ability to edit SWARs, and preview SWAVs.
  • Ability to edit SBNKs.
  • Play STRMs.
  • Create your own custom .sdat by hitting new.
  • And much more!


Tutorial:
https://www.youtube.com/watch?v=_WtYuP4NF1I

Please note this editor is not yet complete, but should work without bugs.

Screenshots:


Downloads:
Nitro Studio

Credits are listed in the about tab of the editor.


Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-05-18, 05:08 am in Adding More Songs To The Game (rev. 2 by  Gota7 on 01-07-18, 05:47 pm)
Red Goomba


Karma: 198
Posts: 19/35
Since: 09-04-16

Before I start, I'd like to thank RoadRunnerWMC for making this possible, by figuring out how to disable the 111 max sseq limit for levels.

Video Tutorial:
https://youtu.be/_PbOVzjz0OM

Prerequisites:





Inserting Roadrunner's Patch


1. Put the .s file in the source folder, and run make insert like usual.


Adding Songs With Nitro Studio


1. In the ROM file browser, export sound_data.sdat.
2. Open the sdat with Nitro Studio.
3. In the files section, add the needed SWARs, SBNKs, and the SSEQ for your song.
(If you added any SWARs) 4. Go into the Wave section, and rename "New Entry" to anything for sanity.
(If you added any SBNKs) 5. Go into the Instrument Bank section, rename the entry, and set it to your SWARS:


Edit the name of the new sseq entry, and set it to the correct banks. It should look something like this:


Now hit save, and you added a file!


Using Your Song In-Game


1. In the ROM file browser (of my modded NSMBe), import your new .sdat over sound_data.sdat.
2. Open the ROM in VGM_Trans to see if everything is working right.
3. Open a level, and then a view of the music you want to change.
4. The value you put in the music box is the SSEQ ID, which is found in Nitro Studio:

5. Click another box, click an object, then click the view again to check that the number saved, then hit save!
Enjoy your music!


Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Red Goomba


Karma: 198
Posts: 32/35
Since: 09-04-16

Yeah, the main culprit is usually the wave archives. Other games tend to cram tons of SWAVs into these things. You need to try and delete unused SWAVs and edit the SBNK to use the new IDs of the SWAV.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 01-08-18, 10:33 pm in music Nitro Studio (rev. 1 by  Gota7 on 01-09-18, 12:07 am)
Red Goomba


Karma: 198
Posts: 26/35
Since: 09-04-16


UPDATE:
You can now preview instrument sounds in Nitro Studio!
Please note, that I can't figure out how to make them have the modifications made in the editor though so...

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Red Goomba


Karma: 198
Posts: 28/35
Since: 09-04-16

Here is what they do:

Player Number


Look at the players. That number you have as the player number will play your SSEQ. Usually, you just want this to be 0.

The Priority System


As you may have heard, the DS only supports playback of up to 16 channels at a time. If you have too many channels playing at the same time, some may need to be stopped so that another one can play. Priorities tell what is most important. If an SSEQ has a higher priority than another SSEQ, then the one with the lower priority would be the one to get cut off. I'm not completely sure on the specifics about the channel vs. player priority, but just remember that the higher the number means the more important it is.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Red Goomba


Karma: 198
Posts: 29/35
Since: 09-04-16

Nitro Studio doesn't support SWARs. Yes, it does, and has for a while now. Edit a SWAR or SBNK by double clicking on it. Maybe I should have made that more clear at some point, but oh well. Anyways, here is some info about each file:

SWAR


These are known as Sound Wave Archives. Think of them as like a folder of SWAV files. There really isn't much else to say about them. Banks can hook up to multiple of these and use their SWAVS for audio.

SWAV


The DS's version of a wave file. These are generally used for instrument samples, SFX, voice clips, and other things. They can be PCM8, PCM16, or ADPCM encoded, but that's not really important.

SSEQ uses SBNK for instruments, SBNK uses SWAR for instrument sounds.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

Posted on 06-12-18, 12:13 am in tutorial (Updated) Music Hacking Guide for New Super Mario Bros. (rev. 1 by  Gota7 on 06-12-18, 06:07 am)
Red Goomba


Karma: 198
Posts: 30/35
Since: 09-04-16

SWAR packing using external exes is not necessary. Nitro Studio can edit SWARs, which allows you to add as many SWAVs as you please, and even preview them. (Double click a SWAR to edit, same goes for SBNKs)

SSARs (Sound Sequence Archives) contain SSEQs. They are the kinda like SWARs, except they contain SSEQs. They are hard to edit though, since the sequences inside them are intertwined. For this reason, as of now Nitro Studio cannot edit them.

SYMB.bin contains the all the names for the SDAT, and INFO.bin has info regarding each sound entry. Nitro Studio edits and regenerates these bin files, but you never see this happen. The data like volume, groups, players, etc. would be in INFO.bin. IF you really, really, really want to get into the technical stuff then http://www.feshrine.net/hacking/doc/nds-sdat.php#sdat will tell you how they work. But again, no need to re-invent the wheel. It would be impractical for anyone to edit them manually.

Swav2Wav and other tools cannot be found via normal means due to them being part of the Nitro SDK. While Nitro Studio depends on these converters, I'm currently developing a custom library to make these files without them.

Also, huh, never knew there was an actual method to looping music. I just used the guess and check method. All I did was estimate where the loop would fit, would be nice if a dedicated looping tool existed.

Nella carne io sono uno, ma nello spirito, che sono e per sempre saranno sette.

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