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 Post subject: Re: pcm encoder
PostPosted: Mon Nov 22, 2010 12:39 am 
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-=TresCom Developer=-
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In case anyone is following my exploits, I've updated the encoder & decoder code (see attachment). Mainly, the only wav that can be encoded is a pcm & for tres' block specific alignment. The decoder doesn't decode anything but tres' ima/dvi adpcms since windows can play the standardized 512 block alignment without intervention. I left the code to decode the 512s anyways just for reference sake.

*see temp_page for files


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 Post subject: Re: pcm encoder
PostPosted: Sat Dec 11, 2010 4:55 am 
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T-Rex Killer
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I think you just saved an entire day of work for JPDS. I might hug you through the monitor if I could. THANK YOU!

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 Post subject: Re: pcm encoder
PostPosted: Sun Dec 12, 2010 1:25 am 
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Well, I'm not big on man hugs, would a cyber-handshake do? :D

I remembered you and a few others where interested in encoding the waves, so it was one of the main reasons that I decided to look into it. Good to hear the effort wasn't for not. :)


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 Post subject: Re: pcm encoder
PostPosted: Sun Dec 12, 2010 3:57 pm 
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T-Rex Killer
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Heheh, we should develop a secret Trespasser handshake where you can only move your arm in ways that Anne can.

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 Post subject: Re: pcm encoder
PostPosted: Sun Dec 12, 2010 5:21 pm 
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Gallimimus
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Draconisaurus wrote:
Heheh, we should develop a secret Trespasser handshake where you can only move your arm in ways that Anne can.


So you mean in every single possible direction, apart from behind you, including twisting your wrist all the way around and being able to shoot yourself only if you look at the ground?

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 Post subject: Re: pcm encoder
PostPosted: Sun Dec 12, 2010 6:13 pm 
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And make the bug with arm so it get stick and then walk far away and it's miles in length? :lol:

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 Post subject: Re: pcm encoder
PostPosted: Mon Dec 13, 2010 7:08 pm 
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T-Rex Killer
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LMAO! No, Anne's arm has a specific way of moving, like a body language. You can try now; stick your arm out, and then bring it back in the way Anne's goes, like after trying to grab something. While manipulating some objects can put it in other positions, this operation generally means bending your elbow to the right while keeping the whole arm on a flat plane in front of you, with the top of your hand pointing straight up until and unless you grab something. Bah I don't feel like recording an example, maybe another time.

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 Post subject: Re: pcm encoder
PostPosted: Fri Mar 18, 2011 7:02 pm 
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T-Rex Killer
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Oooookay... Call me silly but I'm having trouble using this app. The readme doesn't give much detail -
Code:
Encoder setup for trespasser use.  Only mono, 22050 sample_rate .pcm waves can
be encoded into ima/dvi adpcms.  If you have a stereo (44100 sample_rate) you
wish to encode, first convert it to single channel, 22050, then encode to ima/
dvi adpcm format.


I drag a file of 22050/mono/16-bit into the window. It displays the filepath of the wav. Nothing happens.. I press enter, it Exits, and no changes have been done. Could someone enlighten me as to how I use this to encode waves?? :)

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 Post subject: Re: pcm encoder
PostPosted: Fri Mar 18, 2011 7:17 pm 
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T-Rex Killer
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I guess you don't have to drag it onto the window after clicking on it, but onto the program's icon next to its name, rather... the same way you used other apps like swpz.exe

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 Post subject: Re: pcm encoder
PostPosted: Sat Mar 19, 2011 12:54 am 
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T-Rex Killer
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Ahaaa....
Well that was kinda helpful to know. Upon doing that, it says "Wave file is already encoded, or wav type is stereo or unknown. Press [enter] to exit _" for each one I'm trying to convert.

I tried the batch file again, which is this:

Code:
 :: Used to create new TPA files
 REM - Please, be patient and touch nothing!!!
 REM - Adding Sound, may take several minutes.
 REM - Wait, for program to complete its task!
 tpaadd.exe Menu.tpa "BIRD 01.wav" "BIRD 01"
 tpaadd.exe Menu.tpa "BIRD 02.wav" "BIRD 02"
 tpaadd.exe Menu.tpa "BIRD 03.wav" "BIRD 03"
 tpaadd.exe Menu.tpa "BIRD 04.wav" "BIRD 04"
 tpaadd.exe Menu.tpa "BIRD 05.wav" "BIRD 05"
 tpaadd.exe Menu.tpa "BIRD 06.wav" "BIRD 06"
 tpaadd.exe Menu.tpa "BIRD 07.wav" "BIRD 07"
 tpaadd.exe Menu.tpa "RapA.wav" "DINO - RAPT DIST A"
 tpaadd.exe Menu.tpa "RapB.wav" "DINO - RAPT DIST B"
 tpaadd.exe Menu.tpa "RapC.wav" "DINO - RAPT DIST C"
 tpaadd.exe Menu.tpa "RexA.wav" "DINO - TREX DIST A"
 tpaadd.exe Menu.tpa "RexB.wav" "DINO - TREX DIST B"
 tpaadd.exe Menu.tpa "RexMisc.wav" "DINO - TREX DIST MISC"
 tpaadd.exe Menu.tpa "Stomp.wav" "DINO - TREX FOOT"
 @REM - Please, do not edit.
 REM - OPERATION COMPLETE.  QUIT, PROGRAM.
 @ECHO OFF


The dino sounds there, which are the new ones non-indigenous to Trespasser, do not play when I fire up the menu. Here's a screen of the window for importing them:


Attachments:
Errorz.jpg
Errorz.jpg [ 229.99 KiB | Viewed 3411 times ]

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 Post subject: Re: pcm encoder
PostPosted: Sat Mar 19, 2011 1:17 am 
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T-Rex Killer
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Btw, here's one of those non-working wav files:
http://www.box.net/shared/davvvasaha

EDIT: Nevermind! Just before uploading that sound, I tried resaving them using my own sound editor (I'd had Matt do them for me), and forgot to go test it. Now they seem to have imported correctly. Heard them in the menu.

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 Post subject: Re: pcm encoder
PostPosted: Fri Nov 11, 2011 9:22 am 
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Pteranodon
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Excuse me, but how do I use it and where's the actual EXE? What's up with the .h files?


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 Post subject: Re: pcm encoder
PostPosted: Thu Nov 24, 2011 6:02 pm 
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glitch, the encoder is on my temp_page, last link. the exe. & instructions of how to use it should be within the file you download.


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 Post subject: Re: pcm encoder
PostPosted: Fri Nov 25, 2011 6:02 am 
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T-Rex Killer
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Hi again, Rebel! How are things going?

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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files


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 Post subject: Re: pcm encoder
PostPosted: Fri Nov 25, 2011 6:09 am 
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Hey Rebel, nice to see you around! :)


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