Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Jazz Graphics Pack | Doubble Dutch | JJ1 Level | 8 |
----------------------------------------------- Jazz Jackrabbit sound list importer\exporter ----------------------------------------------- --------------- Usage: --------------- EXPORTER: -The directory must contain a level file. No files will be overwritten; the JAZZ directory is the best place -Enter the name of the level you wish to extract the sound list from -The sound list will be exported as a text file IMPORTER -The directory must contain a level. The sound list in this level will be overwritten, if something goes wrong, some of your sounds may not play in-level -Enter the name of the sound list you wish to import. The level will be permanently altered --------------------------------- Notes: --------------------------------- A sound can only be played in a level if its name matches that of a sound in a soundfile. It doesn't matter what order the sounds are in; you can change the sound an event uses in JCS94; it is byte 22 The list has to parts, the sound name and a bracketed number indicating how much that sound is 'squashed'; all sounds are 100'000 long and the values here indicate how much thee sound is shortened. Thus a value of 50'000 indicates a sound plays in half the time (And thus has twice the pitch) Most sounds are shortened about 10% Because only two bytes are used for each sound pitch, you cannot have a squash above 65300 The same sound can appear on your list as often as you want, using different pitches can really make the sound sound different. --------------------------------- Sound list format: --------------------------------- -This is stored in level directly after the FIRST 8 RLE blocks. It starts 153 bytes afterwards: 157-219: Sound pitch: This relates to the 32 sound entries in a level. nearly ALL full sound entries have and entry here. The format is 32-2 byte strings specifying how much the sound is to be shrtened (And raised in pitch.) For example, collectables use the sound GODLIKE, but plays it shorter and higher. The exact amount is between 0-FFFF. Most sounds have a 'default' amount that can be got from a level. 220-507: Sounds. Sounds are stored as 9-byte strings; the first byte gives the name length, the other 8 contain the name ('Extra' characters are not read) Each sound name is thus numbered and this is related to byte 22 of events. If the name doesn't match one in a sound file, the sound will not play. Sounds are NOT STORED IN THE LEVEL (The last 4 sound 'entries' seems to be 'extra')
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