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#51 Old 25th Mar 2025 at 2:58 AM
Uhh I'm having an issue
I want to make a default replacement for all the game's music
but for some reason whenever i try replacing the music from say, world adventures, only the base game music i replaced plays and it just completely ignores the package with the WA music replacement

pls help
Field Researcher
Original Poster
#52 Old 29th Mar 2025 at 8:20 AM
Quote: Originally posted by JamStain
Uhh I'm having an issue
I want to make a default replacement for all the game's music
but for some reason whenever i try replacing the music from say, world adventures, only the base game music i replaced plays and it just completely ignores the package with the WA music replacement

pls help

This was discussed a couple of years ago and should be working, please read post #38 through #41.
Test Subject
#53 Old 30th Mar 2025 at 6:33 AM
Quote: Originally posted by denton47
This was discussed a couple of years ago and should be working, please read post #38 through #41.


I see
So i need to change the _AUD files then??
Thanks a bunch!!
Field Researcher
#54 Old 18th Apr 2025 at 1:11 PM
Default I found a bug: Importing songs with no volume at the begin of the track causes error
@denton47
I found a small bug, while creating a new music mod with your really amazing SoundTool.

When I try to import a song that starts with zero volume, it causes an uncaught error.
I attached a zip file with the example song that didn't work and some screenshots.
When I removed the begin of the track that had no volume (via Audacity), it worked.
This only seems to happen, if it's zero volume on the begin, not on the end of the track.

And I have to say it again how gratefull I am for this god given SoundTool of yours. Thank you
Attached files:
File Type: zip  examples and screenshots for the SoundTool bug.zip (10.94 MB, 7 downloads)
Field Researcher
Original Poster
#55 Old 26th Apr 2025 at 8:57 AM
Quote: Originally posted by OhRudi
@denton47
I found a small bug, while creating a new music mod with your really amazing SoundTool.

When I try to import a song that starts with zero volume, it causes an uncaught error.
I attached a zip file with the example song that didn't work and some screenshots.
When I removed the begin of the track that had no volume (via Audacity), it worked.
This only seems to happen, if it's zero volume on the begin, not on the end of the track.

And I have to say it again how gratefull I am for this god given SoundTool of yours. Thank you

Try using the ealayer3.exe by simmythesim, it should be able to handle frames without any sound.

https://modthesims.info/download.ph...326#post5884326
Field Researcher
#56 Old 26th Apr 2025 at 1:25 PM
Quote: Originally posted by denton47
Try using the ealayer3.exe by simmythesim, it should be able to handle frames without any sound.

https://modthesims.info/download.ph...326#post5884326


The ealayer3.exe you linked is the old version v0.7.0 with the fix, but we already got a v0.7.1 that fixed some other things (but has not the fix you linked). Would you be able to add the fix you linked to the newer version? I really tried to recreate what @simmythesim did (post #182), but I'm really a hardcore beginner regarding hex editing and C++ compiling. Through the GitHub we know, that the fix is not yet implemented in the source code (linked the line of code) of ealayer3 v0.7.1.
Reaper
staff: moderator
#57 Old 25th Jun 2025 at 12:58 AM
Quote: Originally posted by denton47
Try using the ealayer3.exe by simmythesim, it should be able to handle frames without any sound.

https://modthesims.info/download.ph...326#post5884326

I tried it. But using it won't let this tool create the PACKAGE file for me. If I click 'Save', it will create the file with the AUDT resource only, but then, if I add a file and save it again, the PACKAGE file becomes empty.

This is a signature.
Field Researcher
Original Poster
#58 Old 27th Jun 2025 at 8:34 AM
Quote: Originally posted by Eca
I tried it. But using it won't let this tool create the PACKAGE file for me. If I click 'Save', it will create the file with the AUDT resource only, but then, if I add a file and save it again, the PACKAGE file becomes empty.

If the AUD resource is not saving it is most likely because it is in conflict with game resource, try changing the filename of the sound recording to get another IID.
Reaper
staff: moderator
#59 Old 1st Jul 2025 at 1:18 PM
Quote: Originally posted by denton47
If the AUD resource is not saving it is most likely because it is in conflict with game resource, try changing the filename of the sound recording to get another IID.

But it won't create the PACKAGE file at all at first when I use this fixed ealayer3.exe. The sound file has a non-conflicting name. It only happens if I use simmythesim's ealayer3.exe.

This is a signature.
Field Researcher
#60 Old 6th Jul 2025 at 7:57 PM
I have a question about this tool: "Can it also replace sounds that the musical instruments used as objects in buy mode can make when played?"
Field Researcher
Original Poster
#61 Old 12th Jul 2025 at 9:41 AM
Quote: Originally posted by Train_guy
I have a question about this tool: "Can it also replace sounds that the musical instruments used as objects in buy mode can make when played?"

The various songs you can play are found in Music / Instruments.
Test Subject
#62 Old 31st Dec 2025 at 8:31 PM
Default How can this work for SimAnimals Africa?
Sorry to bother, but I made an account for the sole purpose to ask this. SimAnimals Africa for the Wii also uses .sns files for its sound files and I am looking to convert them to a playable format or find a way to play them as-is. I have the game emulated and I found the sound files in a folder. I tried using this TS3 soundtool for this but it didn't work (which makes sense of course - I am trying to use it for a game that isn't TS3) but I am wondering if there is a way this tool can be used for this purpose or if there is another way to go about it? Sorry it's not terribly relevant but there aren't many good places to ask. I just want to convert the sound files to .mp3 or .wav or something or find a way to make them playable.

Thank you for your help.
Field Researcher
Original Poster
#63 Old 10th Jan 2026 at 8:26 AM
Quote: Originally posted by garfondoe
Sorry to bother, but I made an account for the sole purpose to ask this. SimAnimals Africa for the Wii also uses .sns files for its sound files and I am looking to convert them to a playable format or find a way to play them as-is. I have the game emulated and I found the sound files in a folder. I tried using this TS3 soundtool for this but it didn't work (which makes sense of course - I am trying to use it for a game that isn't TS3) but I am wondering if there is a way this tool can be used for this purpose or if there is another way to go about it? Sorry it's not terribly relevant but there aren't many good places to ask. I just want to convert the sound files to .mp3 or .wav or something or find a way to make them playable.

Thank you for your help.

This is the syntax for the command line tool,

ealayer3.exe soundfile.sns -m -o soundfile.mp3

If the sns file has multiple tracks, the tool will create multiple mp3 files, you can select a specific track with the -s option.
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