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Old 12-29-2011   #1
VIRGIN KLM
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[Tutorial] Create PS3 compatible Game Sounds (aka SND0.AT3)

Those ATRAC files though have a weird and unique structure, they don't match the ones that you can create using SonicStage. (ATRAC body inside WAV/RIFF header/chunk)
On top of that PS3's updated profile for game sounds make old tutorials have a serious issue, the audio file sounds fast and up-pitched (resampling issue) which is reaaally annoying.
Well, after a bit of work I found out how you can overcome this issue so you can finally create your own game sounds for your own games/homebrew.
So, let's start!

What you will need:

- Those files: http://www.mediafire.com/?pbracy5iire7y1s
- Your audio file you want to use. (it can be at any file format [wav/mp3/ogg/aac/ac3...] but make sure it's Stereo, 16Bit, 44100Hz[most of the times it is]. I'm not sure what's the limmit for the length since I tested all limmits that are mentioned around the net and all seemed to be untrue, all worked well. Also don't ask me how you can cut down an audio file, if you don't know there are already millions of tutorials on the net.)
- Goldwave [ http://www.goldwave.com/ ] (NOT INCLUDED SINCE IT'S NOT FREE, you can get a trial version from the site though)
- Atraac Encoder plugin for Goldwave [Included]
- [Optional] Goldwave looping tool [Included] (in order for your audio file to loop forever you need to use that)

That's all! Easy huh?!
Let's get to the game:

1. Once you have your audio file ready and you have installed Goldwave, download the files I've included on my link.
2. Extract the contents on a Folder/Place it's easy to use, like your Desktop.
3. Now, open the "atrac3.exe". It will install the important ATRAC encoder to your PC.
4. Once you're done, go back to the folder with the files I provided and copy "atrac3.acm" and "atrac3.dll".
5. Next, open the folder where Goldwave is installed (usually it will be C:\Program Files\GoldWave) and paste the files on that folder.
6. Open GoldWave (the program) and drag-and-drop your audio file inside the gray/empty field. It's should look like this: http://img715.imageshack.us/img715/7360/step1rp.jpg
7. Go to Effect->Playback Rate. On the place where you can type the current sample rate (44100) change it to 40200 and press OK. Here's how this window looks like: http://img830.imageshack.us/img830/9402/step2o.jpg
8. Once the process is done go to File->Save As... . Then on the filename space type "SND0.AT3" without the quotes, then select on the Save As: "Wave (*.wav)" and on the Attributes select one of the 3 selections, which are "ATRAC3 66kbps STEREO" or "ATRAC3 105kbps STEREO" or "ATRAC3 132kbps STEREO". Then click on the "Save" button and save your file to the desired folder. (It is highly recomended to use the "ATRAC3 132kbps STEREO" since 132kbps is already very low for audio and ATRAC codec is a really bad lossy audio codec and you don't want your file to sound like crap.) Here's a screencap how that window looks like: http://img23.imageshack.us/img23/969/step3up.jpg
9. Once the file is saved a message will show up on Goldwave asking you to update the view of the file on the player. You can ignore it and close Goldwave since you don't need it anymore. Browse to the folder you saved your sound life (SND0.AT3) and you can place it on the same folder of your EBOOT.BIN, PARAM.SFO etc.
10. [Optional] If you want your audio file to loop forever, go back to the folder with the files I provided and open PSP Goldwave AT3 Looping (GWAT3.exe). Drag-n-drop the SND0.AT3 file you created and click Start. Once It's done, delete the old SND0.AT3 file and rename the looped file to SND0.AT3 and place it on the same folder with your EBOOT.BIN, PARAM.SFO etc.

That was all! Enjoy!
You can use this tutorial also as base for creating your own sound files to mod your games aswell!

Also, here's the file I created on this example:
http://www.mediafire.com/?k4k14nwlb9571c9

(PS: Since I'm sure some people will do as they did on the past, please, don't contact me asking if I can give you the actual track I used for this example, it's not publically available on any CD or store (It's In-House only) and I am not allowed to share it because of tight licence agreement with EMI I have to follow. You can contact Utada's A&R management or EMI Music Japan and if they will to give you that file that's OK. I know there are people who want deadly to sing in English that track but, I seriously can't help here!)
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Old 12-29-2011   #2
Pockets69
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Nice Job Virgin KLM
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Old 12-29-2011   #3
VIRGIN KLM
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Thanx, it was really tricky, I knew in my head what was going wrong but since little is known for ATRAC audio (closed source) I couldn't deal with it sooner...
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Old 12-29-2011   #4
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I was having problems with SND0.AT3 playing slower on the ps3 when I was messing around making different emu backgrounds/icons a while back. I cant remember atm but I think I had to change the tempo or something then save the SND0.AT3 so it would play right on the xmb, so this will help if I mess with it again.

Thanks
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Old 12-29-2011   #5
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Originally Posted by ploggy View Post
I was having problems with SND0.AT3 playing slower on the ps3 when I was messing around making different emu backgrounds/icons a while back. I cant remember atm but I think I had to change the tempo or something then save the SND0.AT3 so it would play right on the xmb, so this will help if I mess with it again.

Thanks
It's a resampling issue, 48000 samples are played per second instead of 44100 which means, higher pitch and faster tempo. In my tutorial I deal with it as simple as this mathematics, which some other people failed to do on the net:

-48000 samples are played instead of 44100
-The sample difference between 48000 and 44100 is 3900 (48000-44100=3900) samples.
-In order for the track to play correctly I have to reduce the samples on my original file so, 44100-3900=40200.
-So my file will be 40200Hz played at 44100, which will result the correct amount of samples per second.
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Old 12-29-2011   #6
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Yeah, I had to fumble through it in the end (changing options here and there in Goldwave and testing it) until it sounded right.
Thanks for the tut it's definitely going to be favorited for future reference.
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Old 01-28-2013   #7
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@VIRGIN KLM Where can i hear my custom SND0.AT3 ?in XMB or in game ? thanks
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Old 01-29-2013   #8
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Possibly, some games may use the same codec for ingame files, but SND0.AT3 is always the XMB audio file.
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Old 01-31-2013   #9
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Originally Posted by VIRGIN KLM View Post
Possibly, some games may use the same codec for ingame files, but SND0.AT3 is always the XMB audio file.
you mean we can hear a music playing in XMB,right?so,where do i put this file?dev_blind/vsh?
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Old 01-31-2013   #10
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Originally Posted by w0313 View Post
you mean we can hear a music playing in XMB,right?so,where do i put this file?dev_blind/vsh?
You only hear the music of the content when you are over the icon in XMB GAME column
Sadly there is no way to have a permanent soundtrack for the whole XMB (and music is not supported in themes.pt3) :/

But there is a trick to have something similar... it works mostly when PS3 boots
The idea is to have a SND0.AT3 inside the install folder of the content on top of your list in GAME column
When PS3 boots it goes directly to this icon (top content in game column) so the music sounds inmediatly after booting
If you move to other icon the music stops of course :/


@VIRGIN KLM
There is a mistake in the manual (repeated 2 times) when you mention to copy the SND0.AT3 next to EBOOT.BIN and PARAM.SFO (EBOOT.BIN is wrong... is in USRDIR subfolder)
You can say "next to ICON0.PNG and PARAM.SFO" is more correct
Is not needed to reply, i will erase this when changed, i prefer to dont add dirt to the thread

Good manual btw, i was taking a look the tool you used for loops and is the same one i use, heheh (actually, all your manual is the same process i follow)

Btw... about the sizes...
The maximun size is dependant of ICON1.PAM (the icon video when present)
There are some games with ICON1.PAM (video without sound) + SND0.AT3
Others has a ICON1.PAM (video + sound) and no SND0.AT3
And others (the ones we can make easy) has SND0.AT3 and no video

The total size (ICON1.PAM + SND0.AT3) cant be bigger than 2.4MB
If there is no ICON1.PAM... the whole 2.4MB can be used by SND0.AT3

I wrote this page in wiki with some info about SND0.AT3 http://www.ps3devwiki.com/wiki/Conte...ormation_Files
My plan was to expand more the info in this page with links to tools, and small manuals for each format, etc... (i get lost in other things and is not prioritary but is in my "todo" list)

If you find something to add or some error just comment about it here and i will add to wiki
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