[TUT] sound injecting(for teh intermediate)

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Mgalekgolo
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[TUT] sound injecting(for teh intermediate)

Post by Mgalekgolo » Wed Sep 15, 2010 3:13 pm

alright so everyone knows how to sound inject, but i have a fun little solution that works 80% of the time.
for people who dont know, convert your mp3/whatever to OGG in audacity or any other sound converting software. duplicate one of these tags:
Image
then you import your sound into the duplicated tag. then just put it into your map.
ok most of you know this, but these tags work great. for music (songs) there will probably be a cuttoff. all you need to do is calcuate the time elapsed from the beginning with a stopwatch ect (on ipods too) and then compare them with the length of the song. add that much silence.
weel yeah...
i could show you hao to put the sounds in a weapon ect. but im too lazy. if you want me to i will though
BTW Use sound injector (duhh....)
also see that random effect on the red? i edited on live quartz. how do i fix this stupid problem????

Sparky
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Re: [TUT] sound injecting(for teh intermediate)

Post by Sparky » Wed Sep 15, 2010 4:38 pm

Sometimes, even if the sounds are EXACTLY the same duration, they will get cut off anyway. I ran into this issue when doing one of the steps for the Mod Challenge. The solution is to re-record the sound as a shorter time span, or use a shorter time span of the mp3 you're using.
Either you are groping for answers, or you are asking God and listening to Jesus.

Mgalekgolo
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Re: [TUT] sound injecting(for teh intermediate)

Post by Mgalekgolo » Wed Sep 15, 2010 4:42 pm

any ideas for trimming with garage band? it always like to add a few seconds
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Sparky
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Re: [TUT] sound injecting(for teh intermediate)

Post by Sparky » Wed Sep 15, 2010 6:08 pm

I use Sound Studio. Older versions of Mac OS X had a free version included.
Either you are groping for answers, or you are asking God and listening to Jesus.

Modzy
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Re: [TUT] sound injecting(for teh intermediate)

Post by Modzy » Wed Sep 15, 2010 7:19 pm

Length calculating code was a complete guess in SI, there still isn't any documentation on the value that controls how long the sound plays in Halo, so SI is as good as it gets.

Sparky
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Re: [TUT] sound injecting(for teh intermediate)

Post by Sparky » Thu Sep 16, 2010 4:55 am

samples are calculated, which gives you the duration when you consider also the sample rate. this info is in the meta data of the tag.
Either you are groping for answers, or you are asking God and listening to Jesus.

Modzy
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Re: [TUT] sound injecting(for teh intermediate)

Post by Modzy » Thu Sep 16, 2010 7:13 am

Sparky wrote:samples are calculated, which gives you the duration when you consider also the sample rate. this info is in the meta data of the tag.
It considers more than just sample rate, though it is a part of it. Quite sure it also considers format, mono/stereo, and various other things. Even with the research Alt and I have done, the formula is still not known.

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Re: [TUT] sound injecting(for teh intermediate)

Post by Sparky » Thu Sep 16, 2010 4:52 pm

By length, you mean the length of the sound data, right? Isn't this a simple multiplication formula using bytes and bit rate?

If you open the .ogg file in a sound waveform editor or Quicktime, the duration of the sound file is the same as the "length" value for the sound meta tag. This is what you're talking about, right?
Either you are groping for answers, or you are asking God and listening to Jesus.

002
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Re: [TUT] sound injecting(for teh intermediate)

Post by 002 » Fri Sep 17, 2010 2:04 pm

What I do is:

1. Obtain file size of sounds.map in bytes
2. Paste contents of the sound (.ogg format) at end of sounds.map
3. Change sound offset to the original sounds.map size in decimal.
4. Change sound size to size of the sound (.ogg format) file in decimal.
5. Change sound length to length of sound (.ogg format) to sound length (in seconds) multiplied by 100,000 (might depend on tag, usually it's 100,000, others it's 50,000 or some other number). It will be corrected when I get the real answer.

Deletion of part of the sound/song is not necessary unless length or size exceeds 4,294,967,295 bytes (4.3GB) on 32-bit systems or 18.5 quintillion bytes (18.5 EB [exabytes]) on 64-bit.
Last edited by 002 on Sat Sep 18, 2010 9:41 am, edited 5 times in total.

Sparky
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Re: [TUT] sound injecting(for teh intermediate)

Post by Sparky » Fri Sep 17, 2010 6:59 pm

002 wrote:What I do is:

1. Obtain file size of sounds.map in bytes
2. Paste contents of the sound (.ogg format) at end of sounds.map
3. Change sound offset to the original sounds.map size in decimal.
4. Change sound size to size of the sound (.ogg format) file in decimal.
5. Change sound length to length of sound (.ogg format) in milliseconds.

Deletion of part of the sound/song is not necessary unless length or size exceeds 4,294,967,295 (4.3GB). for 32-bit systems
added "for 32-bit systems", isn't this right?
clever method, I approve :P
but then you need to internalize the sound afterwards, so you don't need to distribute the sounds.map file.
Either you are groping for answers, or you are asking God and listening to Jesus.

002
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Re: [TUT] sound injecting(for teh intermediate)

Post by 002 » Fri Sep 17, 2010 7:01 pm

Lucky for me, the G5 is a 64-bit processor.

Modzy
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Re: [TUT] sound injecting(for teh intermediate)

Post by Modzy » Sat Sep 18, 2010 8:07 am

The value I'm talking about is located in between two lone IDs inside a sound tag. When your sound cuts off, this is the reason why. Here's the value (in dec.) of the sound\dialog\multiplayer1\warthog tag:
83004
Now, that 83004 somehow stands for a value that tells Halo to play this sound for a little under a second. If this value were milliseconds, you'd think the length of the sound is 83 seconds, it's not. Perhaps it's 1/100,000 of a second?

Just tested. It's not 1/100,000.

002
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Re: [TUT] sound injecting(for teh intermediate)

Post by 002 » Sat Sep 18, 2010 9:36 am

Modzy wrote:The value I'm talking about is located in between two lone IDs inside a sound tag. When your sound cuts off, this is the reason why. Here's the value (in dec.) of the sound\dialog\multiplayer1\warthog tag:
83004
Modzy wrote:Just tested. It's not 1/100,000.
For some, it's 1/50,000. Others, it's 1/100,000. Which one is it?

Mgalekgolo
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Re: [TUT] sound injecting(for teh intermediate)

Post by Mgalekgolo » Sat Sep 18, 2010 10:01 am

i stand by my blank sound idea. its easier...
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Modzy
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Re: [TUT] sound injecting(for teh intermediate)

Post by Modzy » Sat Sep 18, 2010 10:31 pm

002 wrote:For some, it's 1/50,000. Others, it's 1/100,000. Which one is it?
Neither. But you're close. The value for this one is around 1/44,100

So: length in seconds * 44,100 = amount of time it plays in Halo

Seems to work for all the sound tags I've tried it on. Interesting. 44,100 is a standard bit-rate, but the sound tags I've tested this on are also 22,050 bit-rates. Hmm...

Anyway, that seems to work just fine for calculating the value. Near perfect as far as I can tell.

EDIT: Around 44,100 for mono, around 83,500 for stereo.

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