DKC Trilogy Sound Effects

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Re: DKC Trilogy Sound Effects

Postby WesternTanager794 » February 14th, 2023, 10:15 am

Lanky Kong?! I'll take a look at the SFX! It looks amazing! :parry:
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Re: DKC Trilogy Sound Effects

Postby WesternTanager794 » February 18th, 2023, 6:48 pm

Just curious, does anyone have the sfx for DKC3 Krumple kill waterfall version? Thanks in advance! :parry:
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Re: DKC Trilogy Sound Effects

Postby Lanky Kong » May 25th, 2023, 11:01 am

WesternTanager794 wrote:Just curious, does anyone have the sfx for DKC3 Krumple kill waterfall version? Thanks in advance! :parry:


Did you meant Krimp? Here you go

The Krumple kill on waterfall doesn't exist as long as I checked and compared.
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Re: DKC Trilogy Sound Effects

Postby WesternTanager794 » May 25th, 2023, 11:32 am

I think they might have the same sfx. Thanks so much, though! I completely forgot about that project I was working on! :parry:
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Re: DKC Trilogy Sound Effects

Postby elawson10 » June 17th, 2025, 9:25 am

Hey, Cody? I'm still waiting for all the GBC and GBA Donkey Kong Country 1-3 sound effects to be posted. Are you still planning on doing that?
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Re: DKC Trilogy Sound Effects

Postby rainbowsprinklez » June 20th, 2025, 11:52 pm

elawson10 wrote:Hey, Cody? I'm still waiting for all the GBC and GBA Donkey Kong Country 1-3 sound effects to be posted. Are you still planning on doing that?


Last I heard, Cody permanently peaced.
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Re: DKC Trilogy Sound Effects

Postby !!!!! » July 16th, 2025, 6:09 pm

I've ripped all of the SFX from the original trilogy into SPC format. (474 sounds, some repeated from different games) You can convert to WAV or other format into any sample rate with whatever interpolation you desire.

Sound effects are organized by the following with filenames beginning with the game they come from:
ambience_... - background ambience such as jungle crickets, cave droplets, ship noises, waterfalls, etc.
boss_... - sfx exclusive to boss battles
effect_... general sfx like explosions, splashes, and effects that don't fit elsewhere
ending_... ending cutscene related sfx
enemy_... enemy related sound effects (death yells, footsteps, actions, etc)
gui_... sfx related to menus, huds, and misc screens
item_... sfx from collecting bananas, coins, and other items
npc_... sfx from non playable Kongs, Klubba, Banana Birds, etc
objects_... sfx from crates, barrels, minecarts, etc
player_... sfx related to the playable Kongs and animal buddies

map_... dkc3 exclusive sfx related to the overworld and submaps
banana_bird_cave_... dkc3 exclusive sfx related to the secret caves

Looping sfx filenames end with _loop which do not have timing tags so you'll have to loop them manually. This was done because unlike music, its not clear where sfx loops truly begin. With multi-channel ambiences, you actually have distinct sounds playing in unison which may never merge together perfectly even if it sounds like it looped.

Use foobar2000 (with Game Emu Player), Winamp (SNESamp), or whatever other player supports converting SPC files. Hopefully this ends the search for these sfx once and for all.

V2 update:
-better filename organization
-all sound effects from V1 remain
-note: there are some duplicate sfx from multiple games
Attachments
DKC Trilogy Complete SFX Collection v2 (SPC).7z
(531.01 KiB) Downloaded 3 times
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Re: DKC Trilogy Sound Effects

Postby Simion32 » Yesterday, 7:14 am

What an enormous amount of work. Oh my. :o

My WinAMP setup seems to play the DKC1 sound effects back at a different rate from the original game. Are you sure the files are properly tagged?

EDIT: It's almost like the DKC1 SPCs play back too fast, but with the correct pitch. :scratch:

EDIT2: I've used the little-known SNESAMP control dialog to mess with the tempo manually, which can be used as a temporary workaround, but I don't know if the setting will stick for WinAMP-driven audio file outputs (I've never done that with WinAMP before and will likely just record straight from the computer audio).
-----------------------------------------------

This will make doing DKCLB a lot easier, but I'll have to get out an audio converter to do the conversions, since DELTA's audio system cannot accept SPC as a sound effects format (though it can use SNESAMP to play SPCs just fine, there are technical limitations since there has to be one SNESAMP DLL per item being played, and having enough of those to play in-game sound effects simultaneously would be a programming trainwreck!).

Oh, and while I'm on the topic of DELTA, I just finished the audio list editors about a week ago. I found a complex threading memory crash which was responsible for some of the really bad audio crashes. I still can't get the blasted thing to open MINIUSF, which just crashes for some reason (and it worked before my move to Windows 10/11). I won't be providing active support for plugins but I'd at least like to see USF along with SPC for plugin music capability.
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