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How to Add Voice to Silent Moves

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  • I'm leaving the post untouched for now, because I think it gives a good in-depth look at the workings of the function and it would take a lot of re-writing to put this in, but I've been shown this list with the internal and external IDs of all nus3banks in the game: http://opensa.dantarion.com/wiki/Soundbanks_(SSB4-WiiU) . The left column has the external ID, which is what you need. WIth this you can skip steps 3-6 below, unless it's your first time in which case I recommend reading through to make sure you understand the workings of the code.
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Clarification
  • Added more detail and screenshots for describing how to code your sound.
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If you don't already know how to edit voices in general, find another tutorial before you read this one.

You'll be alright though if this is your first time using SM4SHCommand/FITX.

You will need:
Easy Nus3bank Editor
SM4SHCommand (or FITX with your choice of text editor *cough*) (if you're not comfortable using cmd line, just use sm4shcommand)

1)    Export the script>animcmd>body folder and the motion folder for the fighter you want to edit.

2a) If you're using sm4shcommand, select file>open>fighter and navigate to the script>animcmd>body folder, then select view>parse animations and navigate to the motion>body folder.
2b) If you're using FITX, decompile the code.

3)    Open the script for a move that you know has a unique voice line, meaning it has only one voice that it plays every time that move is used. Taunts work the best for this (called Appeal in the game files). For characters with silent taunts, most characters also have unique shouts for smashes (AttackHi4, S4, Lw4) and specials (SpecialHi, SpecialN, etc). For our example, I'll be using Ganondorf's shout for when he uses down special.

4)    Open the nus3bank for the fighter using nus3bank editor and find the corresponding voice line. Note its hex number, at the very start of the filename.



5a) In the SFX tab of sm4shcommand, you'll find something that looks like this:

Play_Sound(SFX=0x4C0004)

5b) For FITX, under Sound() in your text editor you'll find something similar:

Sound_Effect(SFX=0x4C0004)

6)    Actually, you'll likely find 2 or more of those: at least one for the voice and at least one for the sound effect. For example, Ganondorf's down special also has SFX=190018 and SFX=190039.
      That SFX number has two pieces: the first 2+ digits refer to the nus3bank file, and the last two digits reference the particular idsp in that file. So 4C0004 refers to idsp 0x4 in file 0x4C. The file code is truncated, so it can be up to four digits, but I haven't personally seen any more than 2. We saw before that Ganondorf's shout is voice file 0x4, so we can easily say point out 4C0004 as the sound we're looking for. Also note that usually the voice nus3bank will have a higher hex number than the sfx nus3bank (4C>19), and most often moves have only one voice file but more than one sound effect. If you're really having trouble, pick a different move to look at.

7)    Now we've learned what the hex identifier for the voice nus3bank is! So, next find an unused/blank idsp. All fighters have several, usually towards the beginning that aren't labeled anything in particular. Even better, if you're adding voice to a taunt or final smash that was previously silent, they likely have a blank idsp already correctly labeled for you. Go ahead and inject your sound, and note the hex number of course. In our example, we'll say I've injected my new sound into slot 0x7.

8)    Almost done, just open the move you want to edit in sm4shcommand or your text editor, and add the appropriate function in the appropriate place. The SFX number will be the file code we learned earlier, plus 4 digits for the idsp (so don't leave out any 0s).
      Continuing our example, I want my new Ganondorf voice file to play when he jabs, which is usually silent. Opening his jab in my text editor shows me this:

      Remember, in animcmd, it'll say Play_Sound() not Sound_Effect().
      Usually the best way to do it is the most obvious, have the voice line sound at the same time as the sound effect, so I would add:

      But now let's say I want to change the timing. I actually want him to shout right at the start of the move, before the electric SFX even come out. For that, we need to use Asynchronous_Timer(). Code after the Asynchronous_Timer() function will execute when the specified frame of the move is reached. We want the sound to play at the start of the move, but it's still a good idea to add a 1- or 2- frame asynchronous timer for it to feel right.

      If we want the shout to come somewhere else in the move, then we'd set the Asynchronous_Timer() to whatever frame number we need. Make sure to arrange the code chronologically, so a 10-frame asynchronous timer would go after the 8-frame one that's already there.

IMPORTANT - If you start with blank code, i.e. the move you're editing was originally completely silent, make sure to add Script_End() after your code, otherwise the game will crash.

IMPORTANT x2 COMBO - Synchronous_Timer() is similar to Asynchronous_Timer(), but instead of counting a number of frames from the beginning of the move, it begins counting from when the last line of code was executed. So be careful to readjust any synchronous timers you come across if you've inserted your own timer. I haven't seen them used in the Sound/SFX portion of the script, but I'm sure there's some out there.

Once you've coded your sound, just save everything (and compile if you're using FITX) and import into sm4shexplorer!

Additional Tips -
      Step 3) If you see a function labeled unk_3D2CFA86() in sm4shcommand or Low_Voice_Clip() in FITX, the move you're looking at has multiple voice lines it's choosing from randomly. If you want to note that function and the hex value called to move around other places exactly as it appears, go right ahead, but I don't recommend changing the number unless you're the type of person who might finally figure out how this works, and if you do please tell me. (In my Junkrat voice mod, I moved the unk_3D2CFA86() function to Ganondorf's neutral b, to give him 4 voice lines to choose from there, but in return I had to choose individual sounds for all of his aerials and tilts because I couldn't use the same function for that anymore.)

      Step 4) As far as I've seen, specials are usually at the very beginning, smash attacks are atk_00, atk_01, and atk_02, then atk_03-07 are the 4 lines chosen randomly for aerials and tilts and such. Taunt lines are usually correctly labeled as Appeal, but not necessarily in the correct order. If you can't find what you're looking for, you should choose a move with a more recognizable voice line.

Hope this helps! Please comment if you have any questions or issues.

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  • 19d
    undead_feature avatar
    Member Joined 6mo
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    Thank you for making this guide. I'm about as novice as they come but I think I have a good enough grasp to understand an answer to a question if you gave one. 

    So I'm trying to fiddle with Samus' voice file. As others have before me, I can replace the "ottootto", "damage_hoshikie" and "missfoot" files just fine. I think I have a handle on "cliffcatch" and "appeal" sounds as well. But damned if I'm totally lost on how to add voice files for when she is damaged. 

    In the IDSP it's always damage01, damage02, damagefly01, damagefly02. Would you have any insight on how to go about this? I don't know where to begin w/ the animcmd files to start looking.
    Bananite
  • 3mo
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    Posted by DrCrabcakes

    So where within the SFX tab do you insert Play_Sound and Asynchronous_Timer? I tried adding it in slots 0 and 1 but the game crashed when I tested it. I've tried inserting it right before the Script_End command as well but the game still crashes when loading a match.
    I guess I should have included a bit more info on that. I'll update to go more in-depth with screenshots later today.
  • 3mo
    DrCrabcakes avatar
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    So where within the SFX tab do you insert Play_Sound and Asynchronous_Timer? I tried adding it in slots 0 and 1 but the game crashed when I tested it. I've tried inserting it right before the Script_End command as well but the game still crashes when loading a match.
    Cy@
  • 3mo
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    This looks amazing!
    This is exactly what I need for upcoming mod I have in mind !
    Thank you :D
    Derris Kharlan's resident
  • 3mo
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    Posted by gilaa95

    Posted by The_D0ct0r1337

    Can this be used to give silent characters KO sounds?
    You can also, modify the sound effects adding some voices into them. Only one sound file with the voice and the sound effect.

    You can but I wouldn't recommend this as it comes out very quiet.
  • 3mo
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    Posted by Pib

    "That SFX number has two pieces: the first four digits refer to the nus3bank file, and the last two digits reference the particular idsp in that file. So 4C0004 refers to idsp 0x4 in file 0x4C00."

    the last four digits are the idsp ID, the 4C is the bank ID. it's 004C truncated
    there's idsp IDs that are larger than FF, specifically in snd_se_joucyu (bank ID 0000, so only the idsp ID shows up in ACMD scripts)
    ah, ok. I'd never seen any idsps above FF, or even above 50, so I assumed the last two digits would cover it. I'll update the text, thanks for letting me know.
    • Thanks x 1
  • 3mo
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    Posted by The_D0ct0r1337

    Can this be used to give silent characters KO sounds?

    I haven't personally attempted that, but I know that MissFoot is an acmd script, so I would look at characters that do have a KO sound and use that as an example to add that sound to a character that doesn't have it.
  • 3mo
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    Posted by The_D0ct0r1337

    Can this be used to give silent characters KO sounds?
    You can also, modify the sound effects adding some voices into them. Only one sound file with the voice and the sound effect.
    Miku Fan <3
  • 3mo
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    Posted by Segtendo

    Posted by The_D0ct0r1337

    Can this be used to give silent characters KO sounds?
    Like Pac-Man and Mega Man? Their voicebanks are just one blank sound.

    I meant for like the Miis where they don't have a "misfoot" sound file. (KO sound file) 
    Melee Elitist
  • 3mo
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    Posted by The_D0ct0r1337

    Can this be used to give silent characters KO sounds?
    Like Pac-Man and Mega Man? Their voicebanks are just one blank sound.
    Stay fresh! avatar
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