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E3Racer


Joined: 26 Sep 2002
Posts: 514
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Posted: Sun Nov 09, 16:38 |
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Sorry, I should've posted the link, but I thought Group44 already had MkSFX.
Actually, the link below has two "packages". The other package has some very useful batch utilities, that eliminates the need to run a DOS session.
https://www.speedsims.com/mod.php?action=filelisting&subcategoryid=43
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Group44


Joined: 07 Aug 2003
Posts: 134
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Posted: Sun Nov 09, 18:45 |
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OK, have MkSFX, but there are is no readme or instructions, what should I be doing to open the Heat sound files then how do I re-pack them?
Revson |
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goresh


Joined: 31 Jan 2002
Posts: 304
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Posted: Sun Nov 09, 18:50 |
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You can't use Mksfx to open the sound files. Its function is to convert a wav file to a sfx file. Your best bet, if you feel you can create a better sound file is to do just that, instead of trying to alter one. |
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Group44


Joined: 07 Aug 2003
Posts: 134
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Posted: Sun Nov 09, 20:44 |
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What I need to see is the sound structure, Hi, Lo, interior, exterior etc in order to see what needs doing.
From the sounds of it (HEAT) they have a very limited structure compared to GTR or even NR03. Building the sounds is relatively easy, I just need to know what and where.
Revson |
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splashman
Game Master


Joined: 26 Jan 2002
Posts: 4135
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Posted: Sun Nov 09, 20:54 |
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the source file before converting to .sfx needs to be 22050hz mono.The eng1i.sfx is the idle sound.Eng11.sfx and eng12.sfx are the hi and low tones for the player car and eng10.sfx is for the opponents.
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Group44


Joined: 07 Aug 2003
Posts: 134
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Posted: Sun Nov 09, 21:39 |
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YIKES, that is one of the simplest structures I have seen, thanks much!
Revson |
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Guest
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Posted: Mon Nov 17, 19:28 |
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Hey E3Racer, I was wondering, what file are they in, and how can I get the sound files into wavs from Heat, I want to edit the engine sounds, but I don't know how to unpack the sound files or what to use to do it, can you help me out? thanks for any help! |
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XFactordx63
Joined: 25 Jan 2006
Posts: 2
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Posted: Wed Jan 25, 11:40 |
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*very delayed Bump*
Anyone know how to open .sfx files? Convert them to wav possibly |
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X-Ter


Joined: 20 Jun 2003
Posts: 198
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Posted: Wed Jan 25, 16:25 |
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It can't be done. There just is no way to reverse Heat files back to an editable format. Sorry :-/
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Raybee1970
Game Master


Joined: 26 Jan 2002
Posts: 1009
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Posted: Wed Jan 25, 16:31 |
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Well...actually it can 
You'll need Sound Forge 5.0 (6.0 may also work...not sure).
But you'll want to select the ".raw format",then browse for your .sfx and see if that won't open it and play it.
It's been awhile since I went through the process,but I believe that is how it worked.
If that way works,you should then be able to save the .sfx files into .wav files or any other type of formats that Sound Forge allows.
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XFactordx63
Joined: 25 Jan 2006
Posts: 2
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Posted: Wed Jan 25, 23:11 |
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Thanks. It does import, but wow it makes the most interesting sound lol. Ill have to play around with raw importing options. |
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Raybee1970
Game Master


Joined: 26 Jan 2002
Posts: 1009
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Posted: Thu Jan 26, 00:33 |
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You're welcome.I don't have Sound Forge installed right now,or I would have tried to find the exact setting it uses.
Now I do know,that when converting from .wav to .sfx through mksfx to make Heat's sounds,they have to be 22,000 khz and 16 bit I believe.I forget offhand what the different options for .raw importing is though,but if you play around with it long enough,I'm sure you'll find the right one. 
Also...the sounds are probably going to be fairly short...since they basically repeat alot in Heat anyways.
But hope it helps to get you where you were headed. 
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