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Latin/Disco/Rap/Rock Songs?
I'm wondering if someone can point me in the right direction. I've been trying to extract all the music from the various radio stations, but have not run across any of the songs from the Latin, Disco, Rap or Rock stations. I've scoured all the FullBuild.package files found in each game's GameData\Shared\Packages folder (plus all the DeltaBuild files for the base game, just in case), but I can't find any of these songs listed (at least, not listed as they were for the other music genres, with the song title easily recognizable).
I'm not sure why I can't seem to find the Latin music, since I was able to find and convert all the other songs from the base game's FullBuild1.package just fine. More confusing to me still is the fact that from what I can see when I open the 70s, 80s and 90s Stuff FullBuild (FullBuild_p17.package) in S3PE, FullBuild_p17.package does not contain any AUD files whatsoever, and I know that is the expansion pack that gave us the Disco/Rap/Rock stations! ![]() Anybody have any idea where I can find these elusive files? (I have all EPs and all SPs except the Katy Perry and Diesel Stuff ones, if that info is helpful.) Any help would be much appreciated. ![]() Thanks! |
You can find the music files in the following folder:
C:\Program Files\Electronic Arts\The Sims 3\GameData\Shared\DeltaPackages\p17 Hope this will help you to extract the wanted files.....(for my prob I still have no idea how to manage the decoding :-( )
Quote: Originally posted by mcemily
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Quote: Originally posted by LegolasFFM
Thank you so much, LegolasFFM! ![]() As for the actual decoding process... I am considering writing up a step-by-step tutorial, since I've started to have people PM me asking for my ripped music, which I am hesitant to share based on a fear of being slapped with Copyright/Piracy complaints from EA. (Also, from a practical standpoint, it's over 1GB of music, and that makes it a pain to try to upload/share anywhere anyway.) But if I can decode these files, truly, ANYBODY can, so there should be no reason why those interested in my files couldn't just create their own. ![]() I don't want to make light of the difficulties you and others are having decoding these files when I say "anybody can do this." It took me several reads of the first six posts on this thread before I had any clue how to proceed. All the info on how to do so is in the first 6 posts. The problem is that there is also a lot of extra information in those posts that end up being unnecessary for the basic task of converting a Sims 3 song to an MP3 file. In the end, if you are only interested in getting the music, all you need is the ealayer3.exe decoding tool (https://bitbucket.org/Zenchreal/eal....7.0-win32.zip), and s3pe (http://sourceforge.net/projects/sim...8.exe/download). My "tutorial" would really just be gathering (and then paring down) those directions in the first 6 posts to help those of us with lower computing skills follow along more easily (probably with a copious amount of screencaps). Here is a step-by-step rundown (using the 70s, 80s & 90s Stuff Pack DeltaBuild you found) of the process I use: 1. Download and install s3pe (http://sourceforge.net/projects/sim...48.exe/download) 2. Download the ealayer codec (https://bitbucket.org/Zenchreal/eal...0.7.0-win32.zip) and extract it to your desktop (for ease of access). 3. Go to "C:\Program Files (x86)\Electronic Arts\The Sims 3\GameData\Shared\DeltaPackages\p17" (or wherever you have installed your sims games). 4. Right-click the DeltaBuild_p17.package file and choose "copy." 5. Go to your desktop, and paste DeltaBuild_p17 on the desktop (for ease of access). 6. Open s3pe. Go to "File" and "Open." Select the DeltaBuild_p17.package file on your Desktop. 7. When the package loads, click on the "Tag" column heading. This will sort the list of files by their type, which makes it easier to find the file you want, since all the AUD files will be together. NOTE: In this particular Stuff Pack, you'll see that each AUD file has two instances (for example, you'll see the file "spring_break" is followed immediately by another "spring_break"). This is actually how you know if the AUD file(s) in question are music, or sound effects. All the music files show up as double entries like this. One is a .snr and one is a .sns file. You will need to export both of them, though you'll only interact directly with the .sns files. NOTE TWO: In other EPs/SPs, there will be sound effect or ambient noise AUD files listed as well, so it can be a little more work sorting out the music files. One thing to remember is that sound effects and ambient noises only have ONE instance of the file name (for example from Seasons, there is only one instance of "vo_hotdog_loopbC_cb12"). Another key difference is that music files are listed simply as the song's title (such as "spring_break"), whereas the other sound files have descriptive names (such as "vo_hotdog_loopbC_cb12"). Now back to the decoding process... 8. Once you have identified a music file (2 identical instances of the file right beside each other), right-click on the first instance, and select "export," and then "to file." 9. It will ask you where you'd like to save the file. Save it in the ealayer folder on your desktop. 10. Repeat steps 8 & 9 with the second instance of the music file. 11. Open the ealayer folder on your desktop. You'll see it contains several files. The only files you actually have to worry about are ealayer3.exe and the .sns file you just saved there. 12. Left-click the .sns file, and drag it over the ealayer3.exe file. There will be a black command window that will flash briefly, then an MP3 file will generate. 13. Delete the .snr and .sns file, and rename the MP3 (if you like) to something more sensible. ![]() Once you get the hang of the process, all it really takes is a bit of time... and the occasional piece of advice on the right folder to search for the necessary DeltaBuild file. ![]() Now, if you are interested in decoding/converting the other sounds... the ones that require the ffmpeg codec... well, I am of no further use to you! I couldn't figure out how to successfully decode any of the audio files that required the ffmpeg.exe converter. The .wav files that were created through that process were full of static and were unusable. So, no Gypsy Wagon music for me. ![]() As for the instructions for replacing the existing music/sounds in the game with your own custom music/sounds, well... I know my limits, and know not to try to dabble in such sorcery! ![]() |
Possibly stupid question....
Quote: Originally posted by jonwil
I've found pretty much this same solution everywhere I've looked. There's just one problem: no one is mentioning where Fullbuild1 IS. I don't see it anywhere in my Sims 3 files at all, and when I search my entire laptop it turns up (very quickly) zero results for the phrase "fullbuild1". Why does it seem like I'm the only one having a problem finding it? Is something wrong with my game? |
Good lord...there has to be an easier way to do this. lo Sadly...I'm sure there isn't....yet.
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This is a lot of work for the few files I wanted. I just wanted a few simlish sayings to put on my phone... like having my text alerts say "Sul sul!" or something. Plus a lot of the links people posted are no longer working so I'd have to search for the tools myself as well. Anyone want to just send me a few mp3 files? lol
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Quote: Originally posted by Nysha
Code:
uint mSoundHandle = 0; string song= ""; // this would be a string // call StopSound() if(mSoundHandle != 0) { Audio.StopSound(mSoundHandle); mSoundHandle=0;} // call Audio.StartSoundMP3 mSoundHandle = Audio.StartSoundMP3(song); One could use this to play specific mp3s (possibly to play songs in the custom music folder) NOTE: you would not be able to include the mp3 files as resources in a package file, they would probably be placed in the custom music folder you can look at some code here: My StereoMod NOTE: that it is an unfinished script mod -- because it is difficult, if not impossible, to make it work seamlessly with a stereo object. |
Whenever I try to decode an .snr file with ealayer3, it says the file format could not be read (or something along the lines of that), and when I try to decode using ffmpeg, it says it "couldn't open the file". I can decode .sns files, though. Can anyone help?
Edit: I have ANOTHER question on this topic. I can't find the music that plays while loading a save game. Does anyone know what it's called? |
Greetings! Thank you for the "for dummies" tutorial posted above. Does anyone know where I might find the pop, and geek rock music genres? I have searched through almost all folders and I'm still lost at this point. Thanks to all!
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Quote: Originally posted by Amichan619
The geek rock music genre is found in C:/<Wherever you have University Life installed>/Gamedata/Shared/Packages/FullBuild_p18. The Pop genre is kind of scattered all over the different EP files, but if you're looking for just the base game pop music, it's under C:/<Wherever you have The Sims 3 installed>/Gamedata/Shared/Packages/FullBuild1. |
I recently rediscovered this topic after a few years and thought I'd attempt this again. So far I have been successful at converting both types of files, using the two different programs mentioned in the first post. If anyone needs help getting a particular sound file (for use as a ringtone, etc.) pm me and I can try to convert it for you.
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I only usually lurk around forums like this, and I've just been thinking, wouldn't one be able to create a custom voice mod with the ability to have the game play our sounds?
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Quote: Originally posted by Retarded_Pig
For a lot of us interested in audio, that would be kind of the holy grail. Unfortunately, that direction is the hard one. We can get the game's sounds out to .mp3 files with the tools described in this thread. But to make a speech or sound effect "object" that the game will pick up and use, the way it uses other CC objects -- there's no way yet found. |
Please help me with making my own radio station. I did everything what's written here but i don't know how to make new stations wit new music.
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so i tested your mod @blakegriplingph and it works perfectly what keeps me puzzled though is why you didnt make 1 mod for all base game music or seperate mods that replace different songs your mod has never given me any hiccups nor did it fight with other core mods that i had installed
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I would like to put the sims 1 and sims 2 music into my sims3 game, not as a replacement, but as an addition, but I want them to go into their proper categories. Since EA seems to use the same encoding for their music in the sims games, could I just extract the files and plonk them in?
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Quote: Originally posted by pinkladybug81
If you want to do that, an easier thing would be to find some videos of sims on youtube, find one with the sound you want, use the youtube to mp3 website to download the sound from the videos, and use audacity to trim it. |
Its helped me decoding .snr files. You saved me from a big headache
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I know this is an old post, but hopefully someone will see this and maybe help. I'm trying to convert 2 .snr files from the Into The Future EP into .mp3 format. They are, "almanac_time_loop01" and "almanac_time_loop02". There is also an "almanac_time_loop" AUDT file, but I'm not sure if that's relevant. I'm not new to extracting and converting Sims 3 music to .mp3, as I've extracted pretty much every song from every EP I own, but it's been a long time since I'd done so. I have the 2 files I want to convert in the same folder as "ealayer3.exe" and "libmpg123.dll". But when I drag and drop them onto "ealayer3.exe", no .mp3 files generate. The command window briefly pops up and goes away, then nothing else happens. I don't think I'm doing anything wrong, but I wouldn't doubt it if I did. Are those two files just unable to be converted for some reason? Has anyone else successfully converted those files? I really like the one loop--it's so catchy! So if anyone could be of help, I would greatly appreciate it! Thanks in advance!
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Does this still work?
1 Attachment(s)
Resurrecting an old post yet again- anyone have any luck with these programs? I'm running into the same issue where even if I drag the files onto the program icons, a command screen flashes briefly and nothing happens.
I'm looking to extract these two .snr files from World Adventures, and then replace them with two new sounds. |
I couldn't help thinking how awesome it would be if someone replaced the Oasis Landing loading music with this:
https://www.youtube.com/watch?v=pYvZ4HI-_cc |
@tizerist:
As originally posted by Wojtek here: http://modthesims.info/showthread.p...d=1#post5020035
Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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Quote: Originally posted by Wojtek
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I'm having trouble saving the snr file as a wav file. I'm not sure if I'm suppose to copy "ffmpeg -f ea_cdata -i <snr file> <wav file>" but I did and it won't save. I'm confused as to what I'm suppose to type here.
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So this is probably way beyond my comprehension, but I did re-read the first post and I see the "ffmpeg" link. SO I went there and found "ffmpeg -i input.flac -id3v2_version 3 out.mp3" and used that to save to file and it worked but I couldn't open it in Windows Media Player. I'm just going to have to really take my time and read this over again. My brain already hurts from getting this far.
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Have we learned how to encode yet? i need to replace the ingame radio soundtrack lol
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