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Extracting Sounds from VBA
#1
I'd like to know how to extract all the sounds without the pain-staking trouble of finding an access code to enter the game's debug room and having to record 100+ sounds.
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#2
All I've been able to find are some tools here and a discussion about it here. Still, as far as I know GBA isn't as consistent as DS and so you'll probably come across games that you either can't rip directly or you'll at least need to find some different methods for.

Hope that helped Smile
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#3
I've ripped GBA sounds with Audacity in the past.
Step one: get Audacity
Step two: file > import > raw data
Step three: choose your ROM
Step four:
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Step five: set sample rate to 8000 and "listen" the end of the ROM. There are your sounds (and instruments).

Too high pitched? Lower the sample rate. Too low? Set higher. Simple Smile

edit: although you want to rip 100+ sounds gfsgsdgf well good luck. what game is it?
Once there was a way to get back homeward
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#4
I read about that too, but the problem is that the sounds won't be "pure", so to speak. Of course, they're a bit purer than recording with VBA, but the problem is that the pitch will be very difficult to get precise. It'll either be too low or too high, and not exactly the same (unless you know the exact sample rate for that ROM).

Of course, I'm not sure about the requirements for this, and your solution might be fine. It's just that personally I like to rip sounds so purely to the point that you could re-insert them into the game and hear no difference.
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#5
Well, as far as I know, if the sample rate is indeed correct, the sounds will be as pure as possible. Audacity reads the RAW data from the ROM itself. it doesn't leave anything out (unless the sounds are compressed, but that's a different story)
Once there was a way to get back homeward
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#6
Yeah, what I meant is that it'll be hard to get the sample rate correct. Of course if you can get it right then it'd be fine, but otherwise the sounds will probably be too high or low (and thus not completely "pure").
You may have a fresh start any moment you choose, for this thing that we call "failure" is not the falling down, but the staying down. -Mary Pickford
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#7
MAYBE there's some kind of a sample rate table for each sound hidden in the ROM? I dunno.
DJ Bouche is (WAS) an expert on GBA sound hacking, and he made, among others, a program called Advance Sound Razor way back years ago. It was tool for Super Mario Advance 2 sound extraction and insertion.
Haven't seen him online in years and the tool is ludicrously rare today, but I remember him. Wish he could help :<
Once there was a way to get back homeward
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#8
I could be wrong, but when emulating using VBA, to get the "pure"(actual sound quality) sound effects, you have to set the sound quality to 22 kHz (which is the default setting). So, the sample rate should be 22000Hz. Am I wrong? Correct me if I am. Just trying to help.
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#9
The sound actually sounds better at 44 KHZ, but I guess it's not the original quality.
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#10
Well, I was wondering how you guys managed to rip a whole library of sounds with the patience of a saint in games that have more sounds than they should..

Sounds intresting! I could look into this tool.. Although said tool can only work on Super Mario Advance 2. Sick
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#11
(07-10-2012, 03:07 PM)Mighty Jetters Wrote: The sound actually sounds better at 44 KHZ, but I guess it's not the original quality.
Wouldn't the sounds just be at 44KHZ?
I'm pretty sure the speakers sucked so they couldn't handle that.
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