User talk:Bobbyawesome101/Sandbox/List of sounds

From Inkipedia, the Splatoon wiki

Latest comment: 16 February 2023 by Owenpuppy21 in topic Checking in

Checking in

Awesome work so far. I will suggest once SFX start being added, they follow the following audio guidelines: 16bit/44.1khz; 128mbps MP3. The reason for MP3 is because it is presently the only compressed audio format with universal support and is written into HTML5 guidelines, and 16/44.1/128 ensures the playback remains a blend of quality and space efficiency. Let me know if you have questions. Trig - 02:46, 15 February 2023 (UTC)Reply[reply]

Is it possible to perhaps force these properties for audio files using Module:File? I don't have the tools or knowledge to datamine games, so I'll have to find someone else to do it, and from all of my research, most of the sounds that I'm looking to document are not present anywhere on the internet. Either we could change the audio file requirements with brute force, or go with the nicer option of simply making sure the people who get the files know the preferred formatting. I personally think the latter would work better. Bobby(talk) 17:51, 15 February 2023 (UTC)Reply[reply]
If you can give me the raw SFX, I don't mind audio processing each clip myself personally. Module:File is for documentation, not the literal makeup of the file. Trig - 01:37, 16 February 2023 (UTC)Reply[reply]
It's still a work in progress, of course, but when I've finished unpacking them, would the raw files you want be the .bfwav files? Each one has an accosciated .bameta file if you would need that as well. I've been keeping them alongside the .wav files I've been converting for listening via vgmstream-web, and could put both on Google drive. 🐙owen⛥puppy⛥21🐙 (talk) 02:14, 16 February 2023 (UTC)Reply[reply]

Progress on Splatoon 1

Hello! I thought it would be good if I chimed in here, since I've taken up working on this. I've never unpacked a game and it's files before so this has taken some time, but after going through like 5 different programes and extention types I've never heard of, I've been able to get to every sound effect in Splatoon 1! At least, from 1.0, since that's the most easily accesable download. This should allow me to hear every voice line, since I don't think any of those were added in updates. However, I'll need to find an updated version if I want all of the weapons. The program I'm using to turn the .bfwav files into listenable audio turns them into .wav files, but I'll be able to turn those into .mp3 with little issue. The problem arrises when trying to fit the reccomended paramaters; I still need to look for some software with those options; audacity doesn't seem to do the trick! I should be able to find something though! Just not my first priority for today. TLDR: I have all the audio files for Splatoon 1, but am in the middle of converting them to .wav so they work as normal audio files! I hope that this will be of help! 🐙owen⛥puppy⛥21🐙 (talk) 22:56, 15 February 2023 (UTC)Reply[reply]

I assume you're doing great! From what you have right now, could you make sure that the list for the Splatoon 1 section isn't missing anything that you've taken out? It probably is, so it would be helpful if someone who has the sounds writes down what they have. If you have any unused sounds, simply make another subheader for them. Bobby(talk) 00:29, 16 February 2023 (UTC)Reply[reply]
The thing is, the file names are pretty convolouted. A mix of botched translations and placeholder names, I imagine. Some are easier to understand, like the BulletBombSucker folder being for suction bombs. Others, like the Cmn_SeqDRC_00_L_Btn_00 folder leave me pretty stumped at a first glance. And when I say folders, I mean that I'm having to extract .bars files into folders, as they contain multiple audio files. I've been systematically extracting them with SARCExtractor, and once I have them all extracted and temporarily in .wav format so they can be heard, I was planning to upload the whole folder onto something like Google docs so that I and others who wanted to could work out which sound was which. I imagine it'd be a mix of translating names like BigNamazu, pretty obvious names like littleBird_chirp0, and matching audio like GlassDebris00 to possible in-game instances that people recognise. I've never played more than the first games story campaign, so extra help in that regard would be really welcomed. I hope this all makes sense, and that it seems like a reasonable idea! There's also a LOT of .bars files to get through and it's 1am here in the UK meaning I may well turn in for the night soon; so it might be a day or two until I'm at a point where I can upload audio for interpretation. 🐙owen⛥puppy⛥21🐙 (talk) 00:58, 16 February 2023 (UTC)Reply[reply]

In terms of page size...

I've finally found Minecraft Wiki's code for the tiny sound icon! It's at https://minecraft.fandom.com/wiki/Template:Sound! It seems that they use MediaWiki code like Inkipedia, and they were so nice as to put links to the code that they use, and I'll put it right here-


// jshint jquery:true, esversion:5
/* globals require, module, mediaWiki, mw, OO */
'use strict';

mw.hook( 'wikipage.content' ).add( function( $content ) {
	var i18n = {
		playTitle: 'Click to play',
		stopTitle: 'Click to stop',
	};
	$content.find('.sound' ).prop( 'title', i18n.playTitle ).on( 'click', function( e ) {
		// Ignore links
		if ( e.target.tagName === 'A' ) {
			return;
		}
		
		var audio = $( this ).find( '.sound-audio' )[0];
		if ( audio ) {
			audio.paused ? audio.play() : audio.pause();
		}
	} ).find( '.sound-audio' ).on( 'play', function() {
		// Stop any already playing sounds
		var playing = $( '.sound-playing .sound-audio' )[0];
		playing && playing.pause();
		
		$( this ).closest( '.sound' )
			.addClass( 'sound-playing' ).prop( 'title', i18n.stopTitle );
	} ).on( 'pause', function() {
		// Reset back to the start
		this.currentTime = 0;
		
		$( this ).closest( '.sound' )
			.removeClass( 'sound-playing' ).prop( 'title', i18n.playTitle );
	} );

} );

on Gadget-sound.js

/* These styles are only loaded via JS */
.sound {
	cursor: pointer;
}
.sound-title::after {
	background: url(https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e8/Speaker.svg/revision/latest);
	background-size: contain;
}

@supports ( ( mask: url() ) or ( -webkit-mask: url() ) ) {
	.sound-playing > .sound-title::after {
		background: #80B640;
		-webkit-mask: url(https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e8/Speaker.svg/revision/latest);
		-webkit-mask-size: contain;
		mask: url(https://static.wikia.nocookie.net/minecraft_gamepedia/images/e/e8/Speaker.svg/revision/latest);
		mask-size: contain;
	}
}

on Gadget-sound.css and

/* These styles are applied before JS is loaded, to create the final layout
   to prevent any FOUC */
.client-js .sound-audio {
	display: none;
}

.client-js .sound-title::after {
	content: '';
	display: inline-block;
	width: 1.143em;
	height: 1.143em;
	margin-left: 0.286em;
	vertical-align: text-top;
}
.theme-fandomdesktop-dark .sound-title::after {
	filter: invert(1);
}

on Gadget-sound-styles.css Now, this will obviously have to be changed to suit Inkipedia, but it can't be that hard, right?

Bobby(talk) 23:44, 15 February 2023 (UTC)Reply[reply]