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JJ1: Jazz Graphics PackFeatured Download Doubble Dutch JJ1 Level 8 Download file

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Jazz Jackrabbit sound importer\exporter
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Usage:
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EXPORTER:
-The directory must contain 'bit.000' and a sound file to read from. No
files will be overwritten; the JAZZ directory is the best place

-Enter the name of the sound file you wish to extract sounds from

-Sounds will be exported as uncompressed 705kb\s wave files; the sound file
structure will be exported as a text file


IMPORTER
-The directory must contain 'SOUNDS.000' unless you are creating that file.
There must also be present compatible wave files with the names listed in
the sound list file. Files will be overwritten

-Enter the name of the sound list you wish to import. A Jazz compatible
soundfile will be created; this will overwrite any file present


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Notes:
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Sounds are outputted as stereo, 705kbs wave files with a 16bit sample rate.
You can change this by changing the wave header stored in 'bit.000; but
this will change the sound.

Inported wave files cannot have unusual characters or [] in their names,
this confuses the program.

The list files are important, they list the sound names, whether the sound
is empty or not, and what file to use for the sound. All sound names must
be 12 characters long, (And should be 8 characters long to be useable in
levels!) anything after the first space will be ignored (Use underscores if
you must.) Anything else will cause an error with the sound header. Empty
sounds are marked with an [X] and are sounds that you don't have a file
for; the game will use the sound of the same position in SOUNDS.000
(Therefore, when writing SOUNDS.000, you cannot have any empty sounds,
sorry.) Wave file names cannot be longer than 12 characters, including
extension or the program will not be able to open them. (It's BASIC,
remember?) The sound file extension will use the last three characters from
the list file name that are not the extension.

The sound importer should work with uncompressed PCM wave files of any bps,
mono wave files sound a bit strange when imported, and the best are stereo
705kbs waves.

If the sound 'BLOCK1' is left empty, it will probbably sound strange, this
is due to an odd property of the empty sound files. If you don't like it,
fill it with another sound, or, edit the level's sounds.

A sound file may have up to 255 sounds, of which only 32 can be used per
level. Sound names are important; unless they match the name of the sound
in the level, the sound will be silent, so it is best to leave the
'default' names in the list file the same.



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Sound format:
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-SOUNDS.00X
Header     ['sfx + $1A'; 4 bytes]
Sound data [Variable size, in SOUNDS.000, contains the standard sounds used
by ALL other episode's   ]
           [sounds. In other sound files contains the extra sounds.
Consists of 1-byte 0-255 bits    ]
           [much like the uncompressed audio in a wave file. Also contains
unheard 'sound header'    ]
           [(See below) that is now useless and part of the sound (But too
short to hear.)           ]
Sound list [See below, usually contains default sounds but can also contain
extra sounds used in     ]
           [other episodes (Only two sound files have these!)              
                         ]
Sound list location [Four bytes; looked at first by Jazz to get the
location of the sound list in the]
                    [file. This is the location of the first letter of the
first sound of the sound  ]
                    [list.                                                 
                         ]

-STANDARD SOUND LIST ENTRIES
Name     [12 bytes, spaces fill up unused characters.]
Location [FOUR bytes, where in file to find sound; for dataless files it is
the NEGATIVE location of ]
         [the sound in SOUNDS.000. Thus the first sound at 4 in SOUNDS.000
is usually shown in the   ]
         [dataless files as $FC $FF $FF $FF (-4) ($04 $00 $00 $00
'normally')                        ]
Sound length [Two bytes, length of sound in both game ticks and in the
space it takes up in the sound]
             [file                                                         
                         ]

-SOUNDS [Encoded into the sound at an early stage, but no onger used by the
game]
Start       [1 byte, $01]
Name        [13 bytes, default name is 'name2']
End of name [2 bytes, $05 $00]
Size        [Size of sound after sound header, two bytes]
Spacer      [10 bytes, all blank]
Loudness    [Four bytes, usually $40 $00 $00 $00]
Pitch       [Four bytes, usually $C8 $32 $00 $00]
Spacer      [40 bytes, all blank]
Header end  [Three bytes, 'SCR']
Sound data  [As above]

#Oddly, for SOUNDS.001 and onwards (2,3,...) any sound over 15 that refers
to SOUNDS.000 refers to it
#346 further along than it should. Ths appears to relate to the header
sructure somehow, but I don't
#know exacly. Also sound 15, if it refers to SOUNDS.000 will have the
reference value of SOUNDS.000
#sound 15.  (By default BIRDY1) Again, I'm not sure why this is.