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No, it is notIs it possible for Audacity to open already existing hps files?
Okie.
Amplifying and Normalizing. These are two things you'll get a feel for if you've ever messed with audio files.
It's pretty simple, so...
LETS GO:
Pick out the audio file you want to use. Anything will do.
Download Audacity if you don't have it already: http://web.audacityteam.org/
Once you've got both of those, install and open Audacity and drag and drop your music file into the program. It can be a variety of formats, WAV, MP3, FLAC, it doesn't matter as long as Audacity can open it. Some audio files are way to loud to be used in Melee. If these audio files are to loud, they can make the music sound trashy and have static blips, along with drowning out the sfx. You can fix these problems by normalizing your audio files/amplifying them so they are at the right volume in the game at all times.
NORMALIZING AUDIO (do this first):
First off, all normalizing does is set the correct DC offset (Usually setting it to 0.0 is fine. Removing it defaults to this in Audacity. The maximum amplitude should be -1.) and adjust multiple audio channels to the same peak level, removing any level disparity between them. This is good because it makes quieter parts in a file louder, and louder parts quieter. That way songs don't suddenly 'boom' on you.
Highlight the wavelength of your entire audio file. The entire thing.
Go to the 'effect' tab.
Click on 'normalize'. It's about halfway down the list.
Make sure the first two check boxes are checked. The last one doesn't have to be checked.
You're done normalizing your audio. :3
AMPLIFYING AUDIO (do this second):
Amplifying audio allows you to change the level of one or more tracks or channels by the same amount, preserving the balance between them. You can amplify up or down depending on your track's wavelength. DO NOT LET THE AUDIO CLIP. MAKE SURE ALLOW CLIPPING IS NOT CHECKED. Make sure none of the peaks of the audio cross the top or bottom of the spectrum.
Highlight the wavelength of your entire audio file. Again, the entire thing.
Go to the 'effect' tab.
Click on 'amplify'. You can't miss it.
Make sure the 'allow clipping' box is unchecked.
Adjust the amplification slider slightly left or right depending on how loud your audio needs to be (left = softer, right = louder). This is something you'll need to get a feel for. You don't want the audio to be to loud or to quiet ingame. Here's around what your audio's wavelength should look like:
(Don't make it too loud or too quiet!)
After you're all done fixing your audio file, your audio is... almost ready to go! Follow the steps listed in the main post for more stuff.
OTHER STUFF:
When you export your audio, don't be alarmed if your WAV file is like 50mb. That's fine.
I would additionally like to recommend the program WinAmp and the plugin in_cube that allows you to test your HPS files without having to inject them into the game. It can help sometimes
the song loops when the song is fading out so if u listen carefully u can hear the loop.How do I know when an hps file works or not if I play it in winamp?
EDIT: I added batching support! See the original post above!Mine defaults to a block size of 0x00010000, same as the built-in audio files. This value is configurable (see main.asm)
The input audio files are always converted to 16-bit 32000 Hz WAV
As Deconimus said, custom loops are mostly just a matter of UI. There's also no reason we can't set the loop point to any arbitrary sample. (No more 'pick the closest block start and pad your file with silence at the beginning')
Do you plan on asking for time in seconds as input to create custom loops? I think that would probably be the most convenient way to add support for custom looping points.big update.
- rewritten in c++
- 100% pop-free audio
- github repo
As of 2016/04/13, the latest version and information about dsp2hps is available at https://github.com/jmlee337/dsp2hps
changelog v3 (2016/04/13):
- rewrote the conversion from DSP to HPS in C++
- since this is sufficiently removed from what MeleeHps was, I'm calling my tool 'dsp2hps'
- calculates all block header values correctly to remove all pops from the final audio. to my knowledge, this is the only tool to write the correct P/S, hist1, and hist2 values in the HPS block headers
- I've uploaded my code to github: https://github.com/jmlee337/dsp2hps
what are you working on next?
rewriting all the main.asm + assembler business in an actual programming language to make the world a little more sanewriting hist1 and hist2 in the HSP headers correctly to remove popping all together- Adding support for custom loops (loop points at any arbitrary sample, not just block boundaries)
I do plan to add support for custom looping pointsDo you plan on asking for time in seconds as input to create custom loops? I think that would probably be the most convenient way to add support for custom looping points.
Might want to have a look at this.Can anyone help me change the titles for the music files in the 20XX 4.05 hack pack debug menu. I have no idea how to do it
brb updating d2hguiCustom Loops (aka MeleeHps is 100% obsolete) Achilles1515
https://github.com/jmlee337/dsp2hps/releases/tag/v5
How to custom loop:
- No calculating blocks
- No more torturing your source audio file so that your loop point lines up on a block boundary
- You can loop to any arbitrary timestamp, down to a precision of 0.00175 seconds
Here's a screenshot showing where to set the loop point: http://imgur.com/wdnPyoc
- setup your source audio file
- set the loop point (in seconds) in custom_stereo.bat and save
- drag your source audio file onto custom_stereo.bat
Your DSP files need to be padded to 32 bytes (the address of the last 0 should end in 1F, 3F, 5F, 7F, 9F, BF, DF, FF)2 out of my 3 hps files (with a normal loop) crashes before looping. I created at least two lines of 00 (once 3).
Do you have any idea why it just crashes sometimes? Or should I do the process again and test it?
(Hi Doqk)
I installed Java but whenever I use Melee Audio Converter I get this nonsense :Or you could use a tool that's actually meant to be used by real people
Oh you need to install a Microsoft module thingy cuz I built it with Visual Studio https://www.microsoft.com/en-us/download/details.aspx?id=48145 I'll add a blurb about thatAnd whenever I use dsp2hps, I get a MSCVP140.dll error. When I download that file and put it in the dsp2hps folder, I then get a 0xc00007b error.
Try installing Visual Studio 2015. Even if you're no programmer, it comes with every dependency you'd ever need.I can't install Visual C++ because the installation just never ends. (windows7_msu_x64...)
I've been trying to fix this since you told me but I don't know, I'm just gonna keep searching.
Actually, just adding one block of silence is not that much of a pain but I haven't tested it yet. It might even solve all crashings
Delete that mscvp140.dll file you downloaded. Follow the link jmlee posted for visual studio. Download the 32 bit version instead of the 64 bit version. Thats what fixed the same error for me.I installed Java but whenever I use Melee Audio Converter I get this nonsense :
And whenever I use dsp2hps, I get a MSCVP140.dll error. When I download that file and put it in the dsp2hps folder, I then get a 0xc00007b error.----Processing-"PLAY SSF2 GUYS stereo.wav":----
Converting and splitting music file.. done
Copying channels.. done
Converting to DSP files.. done
Padding DSP files.. done
Packing DSP files into HPS (using dsp2hps).. done
Cleaning a bit.. done
java.nio.file.NoSuchFileException: C:\Users\Elie\Documents\20XX\Melee Audio Converter\meleehps\output.hps
at sun.nio.fs.WindowsException.translateToIOException(Unknown Source)
at sun.nio.fs.WindowsException.rethrowAsIOException(Unknown Source)
at sun.nio.fs.WindowsException.rethrowAsIOException(Unknown Source)
at sun.nio.fs.WindowsFileCopy.move(Unknown Source)
at sun.nio.fs.WindowsFileSystemProvider.move(Unknown Source)
at java.nio.file.Files.move(Unknown Source)
at visionCore.util.Files.moveFileUsingOS(Files.java:270)
at main.Main.main(Main.java:105)
I'm too lazy to fix this crap so I'm sticking with HPS Helper and whatnot. But hey it is still really easy to use! You just need copy paste stuff you don't understand and that's it !
BUT around 1 hour ago I've been having a huge problem that I can't go around.
My HPS file automatically loops from the 19th block to the 67th (values from the freshly downloaded zip), even though I hadn't touched anything. It makes a custom loop for no reasons.
So I thought "what if I custom loop from block 0 to [last block number]?" well nope, it crashes.
What if I loop from block 1 to [last block number] ? Still crashes.
Therefore I'm stuck with loops which start at the beginning BUT end at the penultimate block which make me cringe really hard.
What should I do? Should I just add a silent block at the end of my wav files? Should I fix those errors anyway? Do you have any miracle solutions that I probably won't understand but work anyway? Please tell me.
Decipio-Carmen , do the custom loop HPS files using the above method function properly on your Nintendont setup?Custom Loops (aka MeleeHps is 100% obsolete) Achilles1515
https://github.com/jmlee337/dsp2hps/releases/tag/v5
How to custom loop:
- No calculating blocks
- No more torturing your source audio file so that your loop point lines up on a block boundary
- You can loop to any arbitrary timestamp, down to a precision of 0.00175 seconds
Here's a screenshot showing where to set the loop point: http://imgur.com/wdnPyoc
- setup your source audio file
- set the loop point (in seconds) in custom_stereo.bat and save
- drag your source audio file onto custom_stereo.bat
I'm assuming you are asking to please do the same for the music files for 20XX? Just go to Debug Menu --> Music Codes --> and as you change the track preview, it gives you the file name.This is an amazing guide, great job!
One question, you posted the file names for all of the stages in vanilla melee, could you please do the same for 20XX? they appear to be named differently, and I couldn't figure out which ones were which.
That is what I meant, sorry for the vagueness. Thanks!I'm assuming you are asking to please do the same for the music files for 20XX? Just go to Debug Menu --> Music Codes --> and as you change the track preview, it gives you the file name.