#94943 - jester - Wed Jul 26, 2006 11:29 pm
Excuse me i have a question what sounds does the ds accept?? if i was developing a homebrew ds game and i wanted to add intro music for instance what sounds would the ds accept does any one have a tutorial to teach me how to add sound to a homebrew game???
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#94980 - strongesthylian - Thu Jul 27, 2006 4:56 am
If you use PAlib, this is a good tutorial:
http://www.palib.info/wiki/doku.php?id=day7
Sound uses .raw or .mod filetypes, I believe. I haven't successfully been able to play sound, though. Fall semester starts soon, and I'm actually gonna be majoring in Computer Science. What a good way for practice, than to program for DS?
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#95002 - jester - Thu Jul 27, 2006 8:51 am
thanks so the ds can play those file types so if i follow that tutorial i can learn how to play short/long sounds/music on my homebrew game i just want to also know if those are the only two sound types that work on the ds fro homebrew purposes
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#95009 - melw - Thu Jul 27, 2006 9:23 am
As sampled sound formats you can use directly .wav (either PCM or ADPCM with some trickery), there are mod players around as well. Couple of pointers where to start:
- Chris Double's tutorials, especially the sound & fifo examples.
- These forums, search for 'Sound FIFO', and 'ADPCM' - check out also JimmyL's conversion tool to get the latter working.
- Moonshell source, may be heavy to read but supports wide range of different formats.
#95013 - jester - Thu Jul 27, 2006 10:07 am
so the ds can play .wav files with a bit of a tutorial it is possible?
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#95017 - Mighty Max - Thu Jul 27, 2006 10:18 am
yes
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#95021 - jester - Thu Jul 27, 2006 10:35 am
ok then excellent i will try .GSM though is their a tutorial taht can help people use .gsm audio files on the ds???
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#95040 - Optihut - Thu Jul 27, 2006 2:37 pm
Odd that the DS supports Wav. With the limited amount of space available, I would have thought some compressed formats like mp3 would rather be supported.
#95043 - Mighty Max - Thu Jul 27, 2006 2:57 pm
Not really odd
Just before a dac transforms any input data into a output signal, a *pcm stream has to be supplied. It doesn't matter if this stream comes from a wav file or an MP3 decoder.
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#95051 - jester - Thu Jul 27, 2006 4:25 pm
well i have decided i will be using .raw and .gsm audio files in the homebrew game! Thanks very much for your help
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#95060 - tepples - Thu Jul 27, 2006 5:18 pm
although you're probably going to want to use a sample rate other than 18157 Hz, as that's designed for the GBA's cycle ratio. The best sample rate for a DS game's background music would probably be 16384 Hz or 32768 Hz.
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#95066 - jester - Thu Jul 27, 2006 6:04 pm
thanks but how do i convert my files into GSM???
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#95123 - tepples - Thu Jul 27, 2006 11:32 pm
You use sox to make GSM files. Look at the batch file from GSM Player.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#95125 - jester - Thu Jul 27, 2006 11:45 pm
oh but i have found something called easyaudioconvertor and it is converting my files into .gsm thanks though
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#95526 - jester - Sun Jul 30, 2006 2:29 am
sorry for the double post but i am having trouble when i covert to .gsm it converts it to WAVE audio and it states gsm.wav is this the correct audio or have i made a mistake? help would be appreciated tepples
#95534 - tepples - Sun Jul 30, 2006 3:06 am
There are two kinds of GSM Full Rate audio file: straight .gsm and gsm.wav. It's like the difference between a .nds and a ds.gba; the gsm.wav format has a few extra headers so that Windows can treat it as a native compressed wave file (among other minor differences). To see what format your program produces, try looking at the converted file in a hex editor such as frhed. If it starts with "RIFF" and "WAVE", it's a gsm.wav.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#95578 - jester - Sun Jul 30, 2006 10:51 am
so . gsm wav is treated as a wav and it is better?? but really it is a .gsm but if i wanted to implement it into my game could i use the .gsm wav???
#95646 - tepples - Sun Jul 30, 2006 6:04 pm
The version of Toast used in GSM Player and Luminesweeper has had gsm.wav support removed to save space in IWRAM, but if you download the official version of Toast, you should see how to re-add it.
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#95653 - jester - Sun Jul 30, 2006 6:26 pm
it is best for me to learn how to incorporate gsm and wav into my homebrew game then gsm wav will be easy i think