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-   -   Official Oddworld Sound Pack (http://www.oddworldforums.net/showthread.php?t=17514)

mlg man 11-05-2008 04:30 AM

Official Oddworld Sound Pack
 
After a long night of researching, I have finaly ripped the sounds from Oddworld Abe's Oddysee, not from recording, but actual files. I used a level extracter to extract level files from the ps version, and then researched a program for opening vb files, since there was a file called RFSNDEF.VB ,since the vb extracter i found, was for ps only, i used the ps file, and extracted wav files, here they are, enjoy.

Special thanks to Paul for the level extracter.

Part 2 of sounds coming soon.....

I would like it if you do use these, put me and oddworld in the credits of what you put them in. Like games... Movies...

Software Bug 11-05-2008 04:36 AM

Nice :) Thank you!
For others to clear up, these are the effect sounds not music or anything.

As what you say about using it in your own games and movies, I cannot really see how that wont get you sued by oddworld inhabitants :p but I guess a oddworld fan game would be accepted. Maybe a modernator can clear this up?

mlg man 11-05-2008 04:49 AM

It does have the sounds of the instuments played in the game. I have also ripped the midi files of abe's oddysee in the .lvl thread. search and look around. i have an app which can replace midi sounds with wav files, so custom oddworld songs, here we come!

Wil 11-05-2008 06:19 AM

This is excellent, mlg man. Well done indeed. It seems I’ll have to download some things to hear them, but Ubuntu comes with virtually no sounds drivers/codecs anyway. This topic is appropriate for Oddworld Discussion: custom Oddworld songs would go in Fan Corner.

About the legality of recycling these sounds, I can’t imagine that using them for non-profit purposes would make anyone upset.

Fuzzle Guy 11-05-2008 07:13 AM

Thankyou very much. Been trying to do this myself for some time now (but have evidently had no luck.) You're a star!

I can add these to my collection and also use them for the Oddworld MMOSG.

mlg man 11-05-2008 12:28 PM

Thanks all, i'm happy to help, i'm now looking for sprites, but that will take ages to do. i gonna go ahead and just extract all sound files. i will edit when there done and post!

Note: Some sounds will be in high pitch, so oddworld could save space on there game, by lowing the pitch in game. so i might try and get the right pitch, but i will upload them for now.

Fred The Fuzzle 11-05-2008 01:00 PM

Very, Very well done, most other "Sound rips" on these forums are crappy recordings, yours on the other hand are the real deal. =)

mlg man 11-05-2008 07:36 PM

Here is the intire collection of sounds ripped from Rupture Farms Level.

In 4 parts.

They are not named since I was in a hurry, but search through, you will find the sound.

Lol, abe's voice sound effects are like realy high pitched, i will fix that later.

lbyrd2 11-05-2008 07:40 PM

this is really cool:fuzgrin:

Software Bug 11-06-2008 12:37 PM

:

()
Here is the intire collection of sounds ripped from Rupture Farms Level.

In 4 parts.

They are not named since I was in a hurry, but search through, you will find the sound.

Lol, abe's voice sound effects are like realy high pitched, i will fix that later.

Great job you're doing!
In this 4 pack, is the first one (at the top) included?

Are you planning on ripping more sounds from other levels?

mlg man 11-06-2008 09:42 PM

Pitch Corrected Sound files.
 
These are the sound files, with the correct pitch,yey!

http://mlgstudiosfile.890m.com/oddworld/ <-----Download

And yes, one at top is included, i'm gonna rip si.lvl (main menu) and f1.lvl

OddYouko 11-07-2008 03:34 PM

Wow! mlg man you are amazing! :D
Yeah these would be great for the Oddworld MMOSG!!

I guess I'm not needed anymore then? :lol: (just kidding)
Awesome job! I will put these in my favorites!

mlg man 11-07-2008 04:03 PM

Menu Rips
 
Here are rips from the main menu.

Software Bug 11-07-2008 08:04 PM

Hej cool!
do you know where sound 0006 is from since I cant recall it :p It does sounds fammiliar though.

Fuzzle Guy 11-09-2008 02:18 AM

I really appreciate everything you're doing. It's definately a massive contribution to us, at the moment, Oddeprived fans.

However, the pitch corrected sounds are still a bit too high. I would fix it myself but Audacity doesn't seem to recognise the sounds. =/

DarKo 11-09-2008 06:18 AM

lol sound kool

mlg man 11-09-2008 12:38 PM

yes, i guess so, i was using sound recorder to halve the pitch down, and i dont know why they wouldn't work? And i think they are sopposed to sound high.

mlg man 11-14-2008 01:40 AM

It would be cool if this was like, pinned or something....

Wil 11-14-2008 02:00 AM

Please don’t double post.

Software Bug 11-14-2008 08:46 AM

how's the ripping process going MLG Man?

abe is now! 11-16-2008 03:46 AM

They're cool!!! And will the second part be about AE's sounds?

mlg man 11-16-2008 09:46 PM

sorry about the double post, and i can only rip ae sounds if i had the psx version of it, is it legal to download it off the internet if i had purchased it in the past, cause i did, and it broke.:(

Killy 11-17-2008 03:24 PM

The reason they're high-pitched is probably because of a higher sampling rate than what is required. I haven't looked at the files you've posted, and I don't know if they're in .wav or not, but I'm guessing you had to decode them in order to have them playing on regular software. If this is the case, you might've accidentally increased the sampling rate by several kHz. If the files are in .wav format, you can easily load them in Audacity or Audition and lower the sampling rate, although this isn't recommended.

The best thing to do is try and re-extract and properly encode the samples. Just keep in mind that all sounds don't necessarily use the same sampling rate (frequency) for playback. Most SFX comes in 8kHz, but most likely 11kHz (11025 Hz) or possibly 16kHz, whereas voices are usually encoded in 22kHz (22050 Hz). I hope this helps, you've done a great job extracting these and I'm very glad to see another member helping out in the sound-department. Keep it up!

mlg man 11-18-2008 01:22 AM

i use psound to extract the files, and i tried downing the pitch on the files, and it worked, it seems to sound the same as in game play.

OddYouko 11-18-2008 08:29 AM

That's awesome mlg man!
Can't wait to hear somemore sounds.
Keep it up! =P

Killy 11-18-2008 10:03 PM

:

()
i use psound to extract the files

I figured as much, I've made use of Psound on several occasions before. You need to be careful with extraction when using Psound, its batch capabilities are very limited.
On another note, why did I never think of using Psound to scan the Oddworld discs? Feels like this community has been waiting for too long to get what might be one of the more interesting aspects of the games. Anyway, keep up the good work mlg man.

mlg man 12-05-2008 02:53 PM

because you must extract the level files first.

Ajiellyn 12-25-2008 10:25 PM

First of all, THANK YOU SO MUCH FOR THIS!!! :D I'm a huge slig fan so it was very exciting to hear a new voice.. 'stay.' I implemented it as a command in the MMOSG and it's all thanks to you!

Secondly, I stumbled upon a way to read Abe's Exoddus sounds, although I'm sure it's much easier than what you're doing considering everything is just in this nifty sounds.dat file for AE and not AO (and perhaps it's been done before...) All I did was open sounds.dat in Audacity as raw data and it gave me one long string of sounds. Granted, they're sped up a LOT, so I'm still playing with it. Do you know if there's a way to find the right speed they should be at?

Thanks again and Merry Christmas ^-^

EDIT: I tried to find a reasonable speed for it but some sounds seem to be off-pitch and that is a whole different ball game. Here is the entire thing I could get in an mp3 for you and anyone else to play with: http://www.megaupload.com/?d=ZUF13WDL

EDIT #2: O___O This also works for Abe's Oddysee sounds!

I tried opening r1.lvl in Audacity by importing it as signed 32-bit raw data and it worked! Most of it is gibberish, but about 15 seconds in-- there are all the sounds from the level! (although sped up and possibly off-pitch...)

I leave the rest to you! Thanks a bunch one last time, waiting for more~ =)!

Killy 12-29-2008 04:55 PM

If the sound is 'sped up', lower the sampling frequency. That should take care of the pitch too. Loading sounds as raw-data is one way of circumventing locked-up archives, but beware that you might be reading it incorrectly as 32-bit signed, when it might in fact be something else. There's a method of working your way around some of the unknown headers in certain files by means of hexing, but I'll leave that to the more advanced rippers.

Ajiellyn 01-06-2009 02:05 PM

:

()
If the sound is 'sped up', lower the sampling frequency. That should take care of the pitch too. Loading sounds as raw-data is one way of circumventing locked-up archives, but beware that you might be reading it incorrectly as 32-bit signed, when it might in fact be something else. There's a method of working your way around some of the unknown headers in certain files by means of hexing, but I'll leave that to the more advanced rippers.

Thanks for that tip! ^^ I'm not an advanced ripper (or any kind of ripper really), just a lucky idiot. I've reached the hopefully-safe conclusion that it is possible to get all of the sounds safely this way, but some individual sounds prefer a different frequency than others. I played with importing it at different frequencies; the sligs were happy when Abe was not, and whatnot. I suppose the method is there, and anyone who desperately needs certain sounds (me for the MMOSG :) ) can pursue it this way.