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All sound effects garbled after importing music with AddmusicK 1.0.6
Forum Index - SMW Hacking - SMW Hacking Help - Custom Music - All sound effects garbled after importing music with AddmusicK 1.0.6
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Hi everyone!

I've imported a number of tracks into my rom and ever since ALL of the sound effects are garbled, not just jump.

Has anyone run into this before? The only thing I can think of is some track I imported has something in it that messed up all the global sounds?

Any help is appreciated! Thank you!
Moved to music subforum, you'll have more luck there.

I can't help but hopefully someone else can have fun.
Thank you! I'm new to the forums and hadn't realized there was a music subforum. Much appreciated!
Did you use a song that used .bnk instead of .brr for sampling? Because those are know to also modify the sfx in some cases.
Ah thanks for that info! I just checked and all of my samples are .brr files.
Originally posted by Minco
Ah thanks for that info! I just checked and all of my samples are .brr files.

Then it's time for you to define "garbled". Do you mean glitchy sounds, or just a different kind of sound for everything?

Also, you should check if that also happens on a clean ROM or is only affecting your ROM.
Sure! Here's a link to a video that shows what's happening:

I can also verify that the sound is just fine on a clean ROM.
Are you using music generated with SPCtoMML? If so, the resulting .txt file won't load the original samples, which causes the sound effects to sound glitchy.

To fix it (note that it won't work 100% of the time!), go to the #samples section, and add #optimized inside, like this:

	"sample_00.brr"	$FF $F0 $80 $04 $00	; @30

If you get an ARAM error, it might still be possible to insert the music, but it will require individual testing/editing.
Originally posted by Minco
I can also verify that the sound is just fine on a clean ROM.

Then I would just try to port everything to a new ROM if Tamaki's solution is also not working, since that typically means there is an issue with your ROM.
Thanks for the responses!

Tamaki, I don't believe I'm using music generated with SPCtoMML. All of the tracks I'm using came directly from SMW central save for one. I did what you recommended and that didn't solve the problem. I even just removed that track all together and the problem is still there.

Here's what I've tried:
* Made sure changing the track pitch ($E4$XX) isn't the problem. It isn't.
* Made sure the issue still exists on tracks that don't use channels 6 or 7. It does.
* Removed any track that required sample groups. Problem persists.
* Reset my Addmusic_list.txt file and loaded only vanilla tracks. Problem goes away.

It's definitely something that's happening when loading a track onto the ROM, but it's not clear what that problem is. I'll be adding one song at a time to an APPENDED Addmusic_list.txt to see if that helps me identify which track(s) are the issue.

State of the ROM:
Here's what I've done to the ROM so far:
* Copied a known correct version
* Opened it and saved it in LM
* Expanded it via Lunar Expander
* Loaded about 37 tracks onto it via AddmusicK

Very much appreciate the help on this. I'm totally new and very lost hahah!
Can you upload the .txt files of the music you're using so we can take a look? Also, just in case, make sure every sample ends with a ! in your Addmusic_sample groups.txt file like in the image below; I remember experiencing issues with the original samples being replaced randomly, and that was the only way of fixing it. It does have some side effects, but I think they don't affect the average user (only porters, basically).

You're 100% right to think it's the sample groups, Tamaki. bebn legg on discord asked to see my sample groups as well and they mentioned there were a lot of missing samples.

So we've figured out the problem is that the sample groups do not load the SFX samples so we get garbled sound when doing anything that triggers a sound.

The solution is to determine which sound effects you need in your level and remove the ones you won't need. My understanding is that you don't really need @14, @17, @21 so those can go if you need space.

Here's another thread containing a list of sound effect samples and which .brr file they live in. This will be helpful in figuring out which sample files you can cut in your level based on the song.

Much thanks to everyone who replied!
I had this same exact problem, so I removed @14, @17, and @21 from the sample groups lists in AMK, but I still have the weirdly pitched SFX! Could someone re-explain/make a recording of how to fix this in layman's terms? I'm pretty new to ROM hacking, so I haven't fully dived into the technical stuff yet. Thanks for your help!

Hello? could somebody answer my question in the above post? Sorry to be spamming this discussion, I've just been making good progress on my hack and want to get this problem figured out soon #smw{:TUP:}

What song are you trying to use? Might be able to help you if I try and see if inserting the song works for me.

Port List
Entire Bubba 'n' Stix Amiga OST ported to SMW

C3 Threads:
Summer 2019
Winter 2020
Summer 2020

Discord Tag: Dippy#0615
Quite a few songs have given me trouble. Here's a quick list:

Zelda II Palace Theme -

Battle of the Holy -

Into the Dark Night -

Mr. X's Castle (X1 Style) -

Smoggy Smokestacks -

Stage 5 -

II Maiero Spettrale - Forest -

Here's an audio recording of the weirdly pitched SFX as well. As far as I know, this affects all SFX.

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