Author Topic: Identifying battle sound effects  (Read 27704 times)

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #15 on: March 29, 2018, 09:40:31 pm »
It seems that the tech ended before the sound finished playing. I put a longer pause in for the F3 recording. Some kind of wind/enemy attack sound? It's possible my playback has some looping in it.

I thought you had said F9 earlier. Whoops.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #16 on: March 29, 2018, 09:48:21 pm »
The F3 video sounds just like BB, which is used for Glacier double tech and Spin Strike triple tech. That's strange... maybe one tech uses BB and the other uses F3?
« Last Edit: March 29, 2018, 09:51:13 pm by xcalibur »

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #17 on: March 29, 2018, 10:01:45 pm »
Spin Strike uses F3, not BB.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #18 on: March 29, 2018, 10:14:35 pm »
I thought they sounded a little different! I just updated my post. Now we're down to 13 sounds unaccounted for.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #19 on: April 08, 2018, 01:19:54 am »
I did some important editing/reformatting. I think it's close to being a finished product, finally. I just need Mauron to verify that the rest of the unknown sounds are unused, whenever it's convenient. I also want to clear up the few uncertainties.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #20 on: April 08, 2018, 01:24:38 am »
Quote
heavily modified from the SPC, which sounds like a pin drop)

I don't think this is the case. I think the SPC file in that collection has some other sound in place of the actual sound.

I'll scan through some more of the unknowns later. It's a bit of a tiring scroll fest for each one.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #21 on: April 08, 2018, 02:57:37 am »
Quote
heavily modified from the SPC, which sounds like a pin drop)

I don't think this is the case. I think the SPC file in that collection has some other sound in place of the actual sound.

I'll scan through some more of the unknowns later. It's a bit of a tiring scroll fest for each one.

well that's a bit confusing. if you're sure of this, I'll remove that bit of information.

and I understand, I don't want to make any demands. this can proceed whenever you're ready.

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #22 on: April 08, 2018, 03:59:55 am »
The SPCs are created by playing the sound effect in game. My simplified test case to play that sound in game didn't match the file at all, so I can only assume there was a recording error or file mixup.

I want to get this list into Hi-Tech soon, so I'll get to the last few unknowns.

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #23 on: April 08, 2018, 05:03:23 am »
Okay, I edited.

once the unknowns are dealt with, I'd like to make a few more edits to finalize this. as I mentioned, there are a handful of uncertainties marked with a question mark ?, and I'd like you to check on those too. it won't be many, maybe ~5.

also: I formatted this to fit on the forum. I figured if each entry takes up only 1 line here, then it should be acceptable for Hi-Tech. ideally I'd like the entries put in full-length to properly describe the sounds. if they need to be shortened, I'd like to have input. and let me know if there are any other issues.

eta: thinking it over, maybe I could shorten the entries by removing all content in parentheses and reworking it from there. after all, the full version should be on here, the wiki, and a text file. how does that sound?
« Last Edit: April 08, 2018, 05:35:48 am by xcalibur »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #24 on: April 12, 2018, 01:55:01 pm »
I went ahead with an abridged version, pending analysis of the unknowns. let me know what you think. next post

also, I'm a Chronopolitan now!
« Last Edit: April 12, 2018, 01:58:33 pm by xcalibur »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #25 on: April 12, 2018, 01:57:16 pm »
This is an abridged version of the Battle Sound FX list, intended for use in the Hi-Tech editor. For longer annotations and Tech Recipes, see the full version; which should be available as a text file and on the Chrono Compendium forum & wiki.

ABRIDGED BATTLE SOUND FX LIST

00 menu cursor
01 error
02 miss, enemy movement
03 short high pitch: used in Lifeline
04 tonic/lapis/ether, Double Cure cast
05 x strike by enemy 1/2, barrier item
06 healing: used by healing items/techs
07 ether use 2/2
08 unsheathe weapon for battle
09    [UNUSED] alternate level-up?
0A throw: grenade/napalm techs
0B high pitched ting: Aura Whirl 2/4
0C correct target (Son of Sun)
0D party runs away
40 Chrono crit, enemy slash tech
41 Robo melee crit, R-Series techs
42 player's turn/menu activates
43 Marle ranged attack (bow)
44 Lucca melee attack (gun butt)
45 kiss: 1/3 charm, Leech x3
46 bonk: boss charges, Frog's Slurp Cut failed
47 Marle melee attack, enemy melee
48 Spin Jump (Rolypoly) [LOOP]
49
4A scratch: enemy melee, Cat Attack
4B Ayla strike: Flame Kick
4C Ayla strike, Hammer Punch (hench)
4D Frog attack crit
4E Frog attack
4F Chrono attack, Slash impact
50 Lucca alt ranged attack, Machine Gun
51 Robo melee, charge-up. R-Series
52 Lucca ranged attack, Stomp x4
53 wind effect: casting Slash/Spincut
54 electricity: debugger, Dark Plasma [LOOP]
55 Frog ribbit: Frog Squash, frog enemies
56 Fire1 cast. charge attack by bosses [LOOP]
57 Needlespin/single needle launch
58 charm spell
59 healing/Salt
5A enemy water/bubble cast
5B Volt Bite
5C    [UNUSED] brief, high pitched
5D Lock x2 (ocean palace mage)
5E ringing bell: Ding-a-ling/chaos [LOOP]
5F Magus scythe, enemy melee
60 Magus scythe crit
61 enemy melee 1
62 Ayla cast 1
63 shriek: Scream/slow, enemy alert
64 Ayla cast 2, Rolypoly cast
65 missile launch, Robo Tackle, 3D Attack
66
67 enemy melee 2
68 Laser/shadow
69 gargoyle/diablos hit, Life Shaver
6A explosion: Fire Breath, various techs
6B falling: Frog Squash, Iron Orb
6C impact: Frog Squash, Rock Throw
6D Halation, Aura Whirl cast
6E zap: lightning, tech impact
6F Ice1 cast
70 ice impact/freeze
71 Lightning1 charge
72 ice magic charge
73 Robo charge
74 Fire1 impact
75 Ice Sword cast2
76 Ice Sword impact
77 Fire sword cast, boss breakdown [LOOP]
78 Aura charge, Destruction Zone, Black Hole
79    [UNUSED] lit/ice magic charge?
7A Frog sword charge-up
7B Lightning2 strike, energy release
7C Lightning2 charge, Cure/Life magic charge
7D    [UNUSED] fire/explosions
7E fire2/missiles/laser beams impact
7F long blast: Fire2, Geyser, Shadow Doom Blaze
80 Laser Spin
81 short blast: Rocket Roll, Mega Bomb, Evil Star
82 roar/giant impact: Dino Tail, Tyrano
83 wave: Water2 impact
84 Ice2 cast
85 Ice2 impact
86 Haste 1/2
87 Haste 2/2
88 new tech learned
89 level up
8A Shock tech
8B Provoke x3, begin Poyozo Dance x4
8C Cure Beam
8D Heal Beam cast
8E heal item/tech, chaos techs 2/3
8F stormy wind: tornado/chaos techs
90 fiery/burning: used in Flame Whirl
91 Cyclone (Chrono) [LOOP]
92 Hypno Wave
93 Delta Force I (fire), Invading Light 2/2
94 Delta Force II (water/ice), Vacuum Wave 2/2
95 monster defeated
96 Flare/Invading Light charge
97 Flare cast, Area Bomb
98 Flare impact
99 Delta Force III (lightning), Fire Punch impact
9A alt throw/flap: Sleep Bubble, Eaglet techs
9B Geyser/Grudge
9C earthquake/eruption
9D squeak: bat attack
9E Water1 bubble cast [LOOP]
9F Frog tongue, Tentacle
A0 bubble pop: various water techs
A1 Frog charging up water magic
A2 Mystic Ray impact, water techs [LOOP]
A3 Ice Sword cast1
A4 Mystic Ray/seeking laser
A5 Luminaire charge
A6 Luminaire impact
A7
A8 burning/exploding: Volcanic Bomb [LOOP]
A9 squeak: rat attack
AA Gato's Song of Love
AB Charm effect
AC Wing Flap (Beetle/Bug) [LOOP]
AD Life1
AE Life2, Active Life
AF fire magic charge, Energy Ball 1/2
B0 short jump/throw
B1 spinning charge-up [LOOP]
B2 long high pitch: Delta Force charge, Lifeline
B3 Robo tech impact
B4 Lifeline cast x3
B5 Lifeline 3/3
B6 boss breakdown x3
B7 large boss breakdown/fading out [LOOP]
B8 impact: throw techs, Head Butt, Iron Orb
B9 radar attack: Sonic Wave/sleep
BA
BB Glacier (Marle/Frog)
BC jump: enemy runs away x3
BD chomp (Tyrano)
BE Darketernal cast, Delta Attack [LOOP]
BF mp steal, hp absorb, etc
C0 Charm unsuccessful, etc
C1 beckon: used in Falcon Hit, Psychokinesis
C2 Heretic Ray (Zombor; doom attack)
C3 Lock All, Hexagon Mist 1/3
C4 Hexagon Mist/Starburst 2/3
C5 Hexagon Mist/Starburst 3/3, Rainbow Storm
C6 Evil Star cast, Water Rise, Rock Teleport
C7 Delta Storm, Dreamless
C8 MP buster, Cube Toss impact
C9 Chaos Zone
CA Burst Ball (Dalton Plus, TerraMutant)
CB Freeze/stop, Dark Flare/shadow
CC lightning discharge by enemy, Steel Steam
CD poison gas, Roulette Shuffle, Dark Plasma
CE
CF
D0 synth tone: Rainbow/instant ko
D1 boiling: Antipode2, Blanket Bomb/fire
D2 big jump: used in various party techs
D3 Spire thunder
D4 whoosh: various party techs, enemy x strike
D5 Drill Kick cast
D6 Icewater impact, Skygate
D7 Super Volt, GaiaMagnade, Laser Beams
D8 Winged Ape attack
D9 Crimson Rain/hp down, Rain/water
DA Magus casts a spell/Magic Wall
DB
DC Dark Bomb
DD Magus casting
DE Black Hole
DF Dark Matter
E0 Needle Disorder/barrage, Fire Tackle impact
E1 wing beat: Grab & drop, Wing Blow [LOOP]
E2 Poyozo Dance, Protective Seal/Shining Bit
E3 burning: enemy runs away 2/2
E4 nuke: Antipode3 impact, Shadow Doom Blaze
E5 Uzzi Punch
E6 Ayla charge-up
E7 Ayla melee
E8 Ayla melee crit
E9 Slurp Kiss cast
EA Protect 1/2, shield item
EB Final Kick/Gatling Kick cast
EC Ice Sword II end
ED Final Kick
EE Boogie 1/2
EF Boogie 2/2
F0 Protect 2/2
F1 Triple Tech impact/end, Shock, Doors of doom
F2 X Strike
F3 Spin Strike
F4 Fire Dance cast
F5 Evil Star impact
F6 Crying Heavens/hidden blow
F7 Grand Stone
F8 Spell/random status
F9
« Last Edit: April 14, 2018, 02:25:51 pm by xcalibur »

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #26 on: April 12, 2018, 04:05:44 pm »
F9-FE are unused.

Unfortunately while checking that range, I realized my earlier checks didn't work right. I'll have to go over them again.

PrincessNadia78

  • Chronicler of Time
  • Acacia Deva (+500)
  • *
  • Posts: 544
  • I didn’t “pick up” anything! It’s common sense!
    • View Profile
Re: Identifying battle sound effects
« Reply #27 on: April 12, 2018, 04:09:15 pm »
So I just wanted to say that all of you that know this stuff I give MAJOR props to. I don't know how to do this stuff so I think you all are so smart! I just wanted you guys to know!  :D

Mauron

  • Guru of Reason Emeritus
  • Errare Explorer (+1500)
  • *
  • Posts: 1801
  • Nu-chan
    • View Profile
    • Hi trig!
Re: Identifying battle sound effects
« Reply #28 on: April 12, 2018, 05:04:05 pm »
Thanks.

09 Unused
48 Rolypoly's attack when alone, unused Jinn Bottle attack 1, Unused Roly bomber attack attack 2, Unused Son of Sun attack 2.
5C Enemy tech 26 (currently listed as physical attack, weird sound), Super Command 19 (currently listed as glitchy. It should work, but will screw up if used in certain techs. It's unused.)
66 Unused
79 Unused
A7 Unused
BA Unused
C2 Zombor's Doom, Doom, Doom, Doom...
CE Enemy Tech 1c, similar to Dalton's burp, Enemy tech 61, similar to Magus's Dark Mist
DB Unused
F2 X-Strike

I can record some of these techs later.
« Last Edit: April 13, 2018, 04:53:09 am by Mauron »

xcalibur

  • Architect of Kajar
  • Chronopolitan (+300)
  • *
  • Posts: 394
    • View Profile
Re: Identifying battle sound effects
« Reply #29 on: April 13, 2018, 03:57:21 am »
Thanks. Mauron is more on the technical side than I am, but I'll accept that nonetheless.

Zombor was one of the few battles I didn't look into, of course he was holding out on me!  :?

I updated, but this creates more questions. I had thought 49 was used in X Strike, but apparently not, which means 49 is a new unknown to check. X Strike is kind of tricky because the sounds are layered on top of each other.

Are you sure 48 is used by those enemies? the SPC is a looped electronic sound. could it be another case of the SPC differing from the in-game sound?

can you check if CE (aka enemy techs 1c and 61) are used? if so, I'd like a lead on this (relevant enemy, dungeon, etc).
« Last Edit: April 13, 2018, 06:19:50 am by xcalibur »