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SMB3 SFX in SMW?
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - SMB3 SFX in SMW?
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I figured sound effects would count as music, so I'm asking here.

For a while now I've been looking everywhere for any info on creating and replacing sound effects. I want to replace various sounds in SMW with their NES counterparts from SMB3, but I've found nothing helpful and have no idea how or where to begin. Any guidance would be great.
Wakana had a tutorial somewhere but I can't seem to find it. I had a similar question posted here.

Assuming you're using AddmusicK you would need to edit the instrument table in the asm folder.
the tutorial in question can be found here.

you'll need to make a .brr of your sound for it. if you have a way to get a .wav of it, then do that. then convert it to .brr using the section in Wakana's custom music tutorial. for looping you'll probably want to just set it to "on" and not change anything else, then toy around with the length of the note in the sound effect.
"We do have a lot in common. The same earth, the same air, the same sky. Maybe if we started looking at what's the same instead of what's different... well, who knows."

~Meowth
As far as the NES Recreations of the SMB3 SFX's go, you'll find that rather difficult as SFX require quite a bit of ARAM, so too many is going to be very difficult unless you can work some kind of miracle magic with your music management. Otherwise, as an alternative, might not be NES, but you can grab Vitor Vilela's Mega SMAS SFX Pack, which come with optimized TXT's and requires no samplingas far as I'm aware. All you really need is AMK.
Originally posted by Skewer
As far as the NES Recreations of the SMB3 SFX's go, you'll find that rather difficult as SFX require quite a bit of ARAM

Depends on how you go about it. A modern approach would be straight up "sampling" the sound effects which will eat ARAM. If you do it more like an NES, pitching square waves and what-not, then you should consume even less than SMW's default or #optimized.
From working with custom sounds I can't say the individual sound effects [or samples] are costly; it's a matter of how many you load versus actually need for a piece of music, that is loading superfluous samples you will begin to see the problems. Even then the Echo Buffer can easily be the most expensive use of ARAM if you choose to use it.
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