Skórki DSi/3DS - Własne SFX
TWiLight Menu++ obsługuje niestandardowe pliki dźwiękowe w motywach. Umieść pliki dźwiękowe w podkatalogu sound
w folderze motywu, na przykład dla motywu white
umieścisz pliki odpowiednio w themes/white/sound/sfx.bin
i themes/white/sound/bgm.pcm.raw
. Both files are optional, if bmg.pcm.raw
is missing, the default music will be used. The same thing would happen with the sound effects if sfx.bin
is missing as well.
Te instrukcje zakładają, że devkitPro jest zainstalowany razem z mmutil. Możesz pobrać devkitPro na stronie devkitPro.
Bank Efektów Dźwiękowych #
The sound effect bank (sfx.bin
) contains sound effects such as the icon select sound, etc.
Plik | Opis |
---|---|
startup.wav | Puszczony podczas uruchomienia. Więcej szczegółów można znaleźć w rozdziale Dźwięk startowy |
back.wav | Powrót |
launch.wav | Grane podczas uruchamiania gry |
select.wav | Played when moving the cursor in the per-game settings and select menu |
wrong.wav | Odtwarzane po dotarciu do końca strony |
switch.wav | Odtwarzane podczas przełączania stron |
stop.wav | Odtwarzany w motywie DSi, gdy kursor przestanie się poruszać |
All the files listed above are required to build a custom sound effect bank. If you want a sound to be mute, you can use a silent audio file. The .wav
format is mandatory and the encoding must be PCM.
This file includes the sounds used in the default DSi and 3DS themes, along with the makefile used to build them into a valid sfx.bin file. Feel free to edit and change the sound files to make a custom sound effect bank.
To build your custom sound effect bank, open your terminal (or command line if you are using Windows), change the current directory (cd
) to the folder where Makefile
is, and then run the make
command. You will get a resulting sfx.bin
file that can be copied to the sound
subfolder in your theme folder. This file must be under 512000B = 512 kB. Any file larger than that will result in either crashes or some sounds not playing fully.
Dźwięk Startowy #
While the other sound effects will work with any WAV file with PCM encoding, the startup sound must be in a specific format in order to work properly, otherwise there will be a gap between when the startup sound stops and the background music begins.
The startup.wav file must be 16-bit 16 kHz. You can use Audacity for example to convert to this format. Once the file is loaded in Audacity, change the Project Rate (Hz) to 16000, then press Shift+M, and change the Format to 16-bit PCM.
If your file is in Stereo, you should also go to Tracks > Mix > Mix Stereo down to Mono.
You must set PlayStartupJingle=1
in your theme.ini
for the startup jingle to play.
Menu BGM #
Menu BGM needs to be a 16-bit Mono .wav
file. Below is the method for converting audio files into that format.
Unlike sfx.bin
, bgm.wav
can be arbitrarily large.
Please note that if your audio file already comes as a .wav
file, you must follow the below method anyways, as TWLMenu++ has specific requirements.
Audacity #
To get started, download the latest version of Audacity.
To convert the audio:
- Załaduj plik w Audacity
- Jeśli twój plik jest w stereo, kliknij na utwór, a następnie wybierz
Tracks
>Mix
>Mix Stereo down to Mono
- Go to
Audio Setup
>Audio Settings...
, and make sure theProject Sample Rate
is not set to be above48000 Hz
(which is the limit)
To export in the correct format:
- Wybierz
File
>Eksport
>Eksport audio...
- Set
Save as type
toWAV (Microsoft)
- Set
Encoding
toSigned 16-bit PCM
- Set the output name to
bgm.wav
and clickSave
- Click
Clear
and then clickOK
to the metadata editing
Now you have a bgm.wav
file that can be copied to the sound
subfolder in your theme folder.
You should then set the DSi/3DS Theme Music
option in TWiLight Menu++ settings to “Theme” for your custom BGM to play on the menu.