Difference between revisions of "Custom Music"

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(→‎Audacity: Since the pitch percent change values were changed from a solid number to a flimsy, useless range I kept the range but added back the real number as a recommendation. People who follow this tutorial just wanna be told what % to use)
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Making a Custom Music is taking any song you want and making it compatible with Mario Kart Wii, so it plays as background music. Some Custom Tracks are even released with Custom Music included.
+
Making Custom Music is taking any song you want and making it compatible with [[Mario Kart Wii]], so it plays as background music. Some [[Custom Tracks]] are even released with Custom Music included.
  
 
If you want to make Custom Music for your track/battle arena, you need:
 
If you want to make Custom Music for your track/battle arena, you need:
  
* [http://audacity.sourceforge.net/?lang=en Audacity]
+
* '''[http://audacity.sourceforge.net/?lang=en Audacity]'''
* [http://code.google.com/p/brawltools2/downloads/list Brawlbox]
+
* '''[http://forums.kc-mm.com/index.php?topic=67847.0 BrawlBox]'''
* [http://www50.zippyshare.com/v/77296889/file.html MBRSTM Maker]
+
* '''[http://www.mediafire.com/?yirz13w6dzvw3eh BRSAR BRSTM Patcher]'''(outdated)
* [http://www.mediafire.com/?yirz13w6dzvw3eh BRSAR BRSTM Patcher]
+
* '''[[Patch that BRSAR!]]
  
  
==Music Editing==
+
== Music Editing ==
You will have to use a Music Editor in order to edit your song (such as removing the silent part in the beginning, making it louder and cropping unwanted parts) and get your loop points. You can use any music editor you want. However, this guide will only focus on Audacity. It is always necessary to export the output format into WAV, in order for BrawlBox to convert it to a BRSTM.
+
You will have to use a music editor in order to edit your song (such as removing the silent part in the beginning, making it louder and cropping unwanted parts) and get your loop points. You can use any music editor you want. However, this guide will only focus on Audacity. It is always necessary to export the output format into .wav in order for [[BrawlBox]] to convert it to a [[BRSTM]].
  
==Amplifying the Volume==
+
== Amplifying the Volume ==
 
[[File:CustomMusicGuide_Volumes.jpg|thumb|right|Different volumes in Audacity]]
 
[[File:CustomMusicGuide_Volumes.jpg|thumb|right|Different volumes in Audacity]]
 
When you open your song in Audacity, it will look something like one of these three examples. The difference in height between them is caused by the volume, with a smaller height meaning the song is quieter. If your song is too quiet you won't be able to hear it in-game. In order to prevent this you'll have to amplify it. You should be aiming to something close to the 3rd music file in the image.
 
When you open your song in Audacity, it will look something like one of these three examples. The difference in height between them is caused by the volume, with a smaller height meaning the song is quieter. If your song is too quiet you won't be able to hear it in-game. In order to prevent this you'll have to amplify it. You should be aiming to something close to the 3rd music file in the image.
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* Click "Amplify"
 
* Click "Amplify"
 
* Drag the percentage bar according to what you need (it may vary from 10db to just 2db, depending on the volume)
 
* Drag the percentage bar according to what you need (it may vary from 10db to just 2db, depending on the volume)
* Enable clipping
+
* Check the "Enable clipping" box
* Click OK
+
* Click "OK"
 
'''NOTE''': the sound may start to crack if you amplify it too much. This will not be heard in-game to an extent.
 
'''NOTE''': the sound may start to crack if you amplify it too much. This will not be heard in-game to an extent.
  
==Speeding up a Song==
+
== Speeding up a Song ==
 
For the "final lap" music, you have two options: using another song or speeding up the same song.
 
For the "final lap" music, you have two options: using another song or speeding up the same song.
  
===Audacity===
+
=== Audacity ===
[[File:Audiacityexample1.png|700px|thumb|center|Speeding up songs]]
+
[[File:AudacityExample.png|700px|thumb|center|Speeding up songs]]
  
 
* Open your song
 
* Open your song
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* Click "Change Speed"
 
* Click "Change Speed"
 
** If you don't want the pitch to change, and only want it to play faster, then click "Change Tempo"
 
** If you don't want the pitch to change, and only want it to play faster, then click "Change Tempo"
* Drag the "Percent Change" bar (~17% is a good recommended value for changing the tempo)
+
* Drag the "Percent Change" bar (between 6% to 20% is a good recommended value for changing the tempo)
 
* Click "OK"
 
* Click "OK"
  
====Creating properly tuned tracks====
+
==== Creating properly tuned tracks ====
This method is closest to the original game but produces a small amount of crackling.
+
This method is closer to the original game but produces a small amount of crackling.
  
 
* Open the file in Audacity
 
* Open the file in Audacity
* Effect (menu) -> Change Tempo => Percent Change: '''17%''' -> OK
+
* Effect (menu) -> Change Tempo => Percent Change: a value from '''6''' to '''20'''% (10% recommended) -> Click "OK"
* Effect (menu) -> Change Pitch => Semitones (half-steps): '''1.00''' -> OK
+
* Effect (menu) -> Change Pitch => Semitones (half-steps): '''1.00''' -> Click "OK"
  
 
The order doesn't matter a lot, though changing tempo first may produce slightly better results, depending on the type of music.
 
The order doesn't matter a lot, though changing tempo first may produce slightly better results, depending on the type of music.
 
+
----
 
The sliding time scale produces much better results but is much slower.
 
The sliding time scale produces much better results but is much slower.
  
* Effect (menu) -> Sliding Time Scale/Pitch Shift
+
How modern Mario Kart games (including [[Mario Kart Wii]]) speeds up their music:
** Initial ''and'' Final Tempo Change (%): '''17%'''
+
* Effect -> Sliding Time Scale/Pitch Shift
 +
** Initial ''and'' Final Tempo Change (%): a value from '''6''' to '''20'''% (10% recommended)
 
** Initial ''and'' Final Pitch Shift -> (semitones) [-12 to 12]: '''1'''
 
** Initial ''and'' Final Pitch Shift -> (semitones) [-12 to 12]: '''1'''
* OK
+
* Click "OK"
 +
 
 +
'''OR'''
 +
 
 +
How the first three Mario Kart games ([[Super Mario Kart]], [[Mario Kart 64]], and [[Mario Kart: Super Circuit]]) speeds up their music:
 +
 
 +
* Effect -> Sliding Time Scale/Pitch Shift
 +
** Initial ''and'' Final Tempo Change (%): a value from '''6''' to '''20'''%
 +
* Click "OK"
  
===VirtualDJ===
+
=== VirtualDJ ===
 
[[File:VirtualDJexample.jpg|700px|thumb|center]]
 
[[File:VirtualDJexample.jpg|700px|thumb|center]]
  
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===Hex Editor===
+
=== Hex Editor ===
Or you can use a Hex Editor on your normal lap BRSTM (more risky):
+
You can also use a Hex Editor on your normal lap BRSTM (more risky):
  
 
* Only recommended if you know how to hex edit.
 
* Only recommended if you know how to hex edit.
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**This method may not work with all BRSTMs. Some BRSTMs will not play, but the game won't freeze.
 
**This method may not work with all BRSTMs. Some BRSTMs will not play, but the game won't freeze.
  
==Looping your Song==
+
*Another method is to multiply the decimal value by 12/13 and convert this back to hex. For example, 48000hz would become 52000hz, so BB80 would become CB20.
 +
 
 +
== Looping your Song ==
 
A "loop" is the particular section of the song that replays over and over. You will have to loop your song if it's too short, so your song will repeat until you end the race.
 
A "loop" is the particular section of the song that replays over and over. You will have to loop your song if it's too short, so your song will repeat until you end the race.
  
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* Open your song.
 
* Open your song.
* Listen to it VERY carefully, and detect the part where you want your song to loop. This is easier when using videogame music, as it is already intended to loop.
+
* Listen to it VERY carefully, and detect the part where you want your song to loop. This is easier when using videogame music (VGM), as it is already intended to loop.
  
[[File:CustomMusicGuide_LoopingPart1.jpg‎|center|Looping area]]
+
[[File:CustomMusicGuide_LoopingPart1.jpg‎|500px|thumb|center|Looping area]]
 
The first area will be the loop start point, while the second area will be the end point. What this means is that when the song reaches the loop end point it goes back to the loop start point.
 
The first area will be the loop start point, while the second area will be the end point. What this means is that when the song reaches the loop end point it goes back to the loop start point.
 
In order to properly select the looping points, so that the song loops seamlessly, zoom in on that area of the song.
 
In order to properly select the looping points, so that the song loops seamlessly, zoom in on that area of the song.
  
[[File:CustomMusicGuide_LoopingPart2.jpg‎|700px|thumb|center|Selecting the loop pints]]
+
[[File:CustomMusicGuide_LoopingPart2.jpg‎|500px|thumb|center|Selecting the loop points]]
  
 
* Try to select the same exact spot both on the start point and on the end point. A small tip is to select the area just before a "taller" part of the song, like it's done in the image.
 
* Try to select the same exact spot both on the start point and on the end point. A small tip is to select the area just before a "taller" part of the song, like it's done in the image.
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* Repeat for the endpoint.
 
* Repeat for the endpoint.
 
* Export your song as .wav (this can be done before if you prefer).
 
* Export your song as .wav (this can be done before if you prefer).
* Proceed to BrawlBox
+
* Proceed to [[BrawlBox]]
  
'''NOTE''': BrawlBox has trouble dealing with mono WAV files. You can turn your song from mono to stereo in Audacity by clicking "Edit" > "Duplicate" and the clicking the little down arrow next to the song name on the first track and selecting "Make stereo track".
+
'''NOTE''': [[BrawlBox]] has trouble dealing with mono .wav files. You can turn your song from mono to stereo in Audacity by clicking "Edit" > "Duplicate" and the clicking the little down arrow next to the song name on the first track and selecting "Make stereo track".
  
==Converting to BRSTM==
+
== Converting to BRSTM ==
 
BRSTM is the format of the videogame's audio. It's used since GameCube games, and it appears in almost every videogame.
 
BRSTM is the format of the videogame's audio. It's used since GameCube games, and it appears in almost every videogame.
 
Mario Kart Wii obviously uses BRSTMs; and they appear in courses, battle arenas, miscellaneous sounds and more.
 
Mario Kart Wii obviously uses BRSTMs; and they appear in courses, battle arenas, miscellaneous sounds and more.
  
In order to convert your WAV file to BRSTM you can use BrawlBox:
+
In order to convert your .wav file to BRSTM you can use [[BrawlBox]]:
  
[[File:Brawlbox-tutorial.JPG]]
+
[[File:Brawlbox-tutorial.JPG|500px|thumb|right]]
  
* Open Brawlbox
+
* Open [[BrawlBox]]
 
** 1. Go to: File > New > BRSTM Audio Stream
 
** 1. Go to: File > New > BRSTM Audio Stream
 
** 2. Select your song (need to be .wav format)
 
** 2. Select your song (need to be .wav format)
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** 5. Click Okay, and go to Edit > Export (as) and export as a BRSTM.
 
** 5. Click Okay, and go to Edit > Export (as) and export as a BRSTM.
  
You can also perfect the loop points in BrawlBox, so getting the loop points from Audacity is not specifically needed.
+
You can also perfect the loop points in [[BrawlBox]], so getting the loop points from Audacity is not specifically needed.
  
 +
Next, you'll need to rename your custom BRSTMs to their [https://mariokartboards.com/threads/all-mario-kart-wii-file-names.202/ correct ID, so they play in-game]. And make sure your songs replace the same slot than your custom track. If you use [[Riivolution]] you just have to put your BRSTMs into My Stuff folder.
  
Next, you'll need to rename your custom BRSTMs to their correct ID, so they play in-game. [http://www.mariokartwii.com/f72/all-mkwii-file-names-list-69522.html Which are those IDs?]. And make sure your songs replace the same slot than your CT.
+
== Multi Channel BRSTM Making ==
If you use [[Riivolution]] you just have to put your BRSTMs into My Stuff folder.
 
 
 
==Multi Channel BRSTM Making==
 
 
You might notice that even if you follow all these steps your custom music cuts off. That's because six tracks in the game (Toad's Factory, Wario's Gold Mine, Koopa Cape, Dry Dry Ruins, Moonview Highway and Bowser's Castle) use Multi Channel BRSTMs instead of regular BRSTMs, which allows the slight music change in some parts of the tracks. The number of channels you need will depend on the track. Toad's Factory, Wario's Gold Mine, Dry Dry Ruins and Moonview Highway require a 4CH BRSTM, Koopa Cape requires 8CH and Bowser's Castle 6CH. However, for unknown reasons, sometimes a 6CH MBRSTM will still cut off at the part where the Bowser statues throws fireballs at you, so to be safe you can always make an 8CH MBRSTM for that track as well.
 
You might notice that even if you follow all these steps your custom music cuts off. That's because six tracks in the game (Toad's Factory, Wario's Gold Mine, Koopa Cape, Dry Dry Ruins, Moonview Highway and Bowser's Castle) use Multi Channel BRSTMs instead of regular BRSTMs, which allows the slight music change in some parts of the tracks. The number of channels you need will depend on the track. Toad's Factory, Wario's Gold Mine, Dry Dry Ruins and Moonview Highway require a 4CH BRSTM, Koopa Cape requires 8CH and Bowser's Castle 6CH. However, for unknown reasons, sometimes a 6CH MBRSTM will still cut off at the part where the Bowser statues throws fireballs at you, so to be safe you can always make an 8CH MBRSTM for that track as well.
  
In order to make Custom Music for these tracks you'll need the same files used in regular Custom Music making plus the MBRSTM Maker
+
== The BRSAR ==
 
 
 
 
First of all, you need to make your WAV file mono, because stereo doesn't work. In Audacity go to Tracks -> split stereo to mono. You should also amplify your song a bit more than you would for a normal BRSTM as these tend to be quieter in-game. When you're done export the file as a WAV.
 
 
 
Next open BrawlBox and get your loop points, just like with regular BRSTMs:
 
 
 
[[File:MBRSTMTutorialPart1.jpg|center]]
 
 
 
 
 
LoopStartSample is your loop start point and NumSamples is your end point. Write these numbers down.
 
 
 
Then you need to copy your WAV to your MBRSTM build folder, making as many copies as the number of channels you want to make (4 copies for 4CH, 8 copies for 8CH), numbering them 1-4/6/8. It should look like this for a 4CH MBRSTM:
 
 
 
 
[[File:MBRSTMTutorialPart2.jpg|center]]
 
 
 
 
 
Next, right click -> edit on the BUILD XCH BRSTM you want (x being the number of channels). It should look like this:
 
 
 
 
[[File:MBRSTMTutorialPart3.jpg|center]]
 
 
 
 
 
The number in red is the loop start point and the number in green is the end point. As you see, they don't match the numbers you got from BrawlBox, so replace them on all the lines (not just in one).
 
 
 
You can now close the window, saving your changes. Then, double-click the file you just modified, wait for it to do its thing and...
 
 
 
 
[[File:MBRSTMTutorialPart4.jpg|center]]
 
 
 
...you get your MBRSTM!
 
 
 
Now rename it and repeat for the final lap.
 
 
 
==The BRSAR==
 
 
So, if you tested your songs in game, you might have noticed that they cut off.  
 
So, if you tested your songs in game, you might have noticed that they cut off.  
  
'''Why did this happen??'''
+
'''Why did this happen?'''
  
You copied your BRSTMs in your SD card, yes, that's correct; but there's another file inside MKWii's ISO, called revo_kart.brsar.
+
You copied your BRSTMs in your SD card, yes, that's correct; but there's another file inside Mario Kart Wii, called [[revo_kart.brsar]].
  
This file is the file which governs the loop points and maximum size for all the BRSTM files in the game. It also has the sounds contained within it, like character's voices, kart/bike sound effects, menu's sounds, drifting sounds, star power music, etc. These can be edited through [[BrawlBox]].
+
This file governs the loop points and maximum size for all the BRSTM files in the game. It also contains sound effects, like characters' voices, kart/bike, menu, drifting sounds, star power music, etc. These can be edited through [[BrawlBox]].
  
 
'''This is the reason your songs cut off, your BRSTMs don't fit into original ones, they are bigger.'''
 
'''This is the reason your songs cut off, your BRSTMs don't fit into original ones, they are bigger.'''
  
  
In here, you have two options: Make your song shorter (this means a '''very''' short song), or use the BRSAR BRSTM Patcher to make your songs fit:
+
In here, you have two options: make your song shorter (this means a '''very''' short song), or use [[Patch that BRSAR!]]:
 
 
''*You need revo_kart.brsar for this. You can find it inside ISO:Partition1\sound\revo_kart.brsar''
 
 
 
[[File:BRSARexample.png|500px|thumb|right|This is BRSAR Patcher v0.8, but v1.0 works the same too.]]
 
  
*Now open your BRSAR BRSTM Patcher.
+
''*You need revo_kart.brsar for this. You can find it inside [[Filesystem/sound]]''.
**1. Load your revo_kart.brsar by clicking Load BRSAR
 
**2. After you loaded it, load just '''one''' BRSTM.
 
**3. Select your track's song ID.
 
*Remember, _n for first laps and _f for final lap.
 
**4. Click on Patch New Size
 
*Your revo_kart.brsar now has a new maximum size, your song will not cut off anymore.
 
*Repeat steps 2 - 4 if you have to patch multiple songs.
 
  
 +
Open Patch that BRSAR! and open or drag and drop revo_kart.brsar in the program. All BRSTM slots that are linked from the BRSAR will be patched to their maximum size.
  
You don't have to click any Save button, the changes you do will be automatically saved. Now you can copy your BRSTMs and your revo_kart.brsar into "My Stuff" folder (if you use Riivolution), and if you play using a custom ISO, replace the correct files using Wii Scrubber. You can see where are the files located to replace here: [[Filesystem]].
+
'''Please note that [[CTGP-R]] does this automatically (for standard [[slot|music slots]] only), and if you patch your revo_kart.brsar you will need to disable automatic patching via settings.'''
  
If you test in game, your songs shouldn't cut off, and you have successfully made your own Custom Music. Have in mind that if you plan to make more Custom Music, you need to use the same revo_kart.brsar for patching again (you can replace old songs with new songs every time you want it).
+
If you open the BRSAR in [[BrawlBox]], provided the folder structure remains intact, you can make an edit (such as volume changing or custom SFX inserting) and it will automatically patch the BRSAR file.
  
 
<br clear=all/>
 
<br clear=all/>
 
{{Custom Track Tutorial}}
 
{{Custom Track Tutorial}}
 
[[category:Tutorials]][[category:Custom Track Tutorial]]
 
[[category:Tutorials]][[category:Custom Track Tutorial]]

Revision as of 08:08, 17 November 2019

Making Custom Music is taking any song you want and making it compatible with Mario Kart Wii, so it plays as background music. Some Custom Tracks are even released with Custom Music included.

If you want to make Custom Music for your track/battle arena, you need:


Music Editing

You will have to use a music editor in order to edit your song (such as removing the silent part in the beginning, making it louder and cropping unwanted parts) and get your loop points. You can use any music editor you want. However, this guide will only focus on Audacity. It is always necessary to export the output format into .wav in order for BrawlBox to convert it to a BRSTM.

Amplifying the Volume

Different volumes in Audacity

When you open your song in Audacity, it will look something like one of these three examples. The difference in height between them is caused by the volume, with a smaller height meaning the song is quieter. If your song is too quiet you won't be able to hear it in-game. In order to prevent this you'll have to amplify it. You should be aiming to something close to the 3rd music file in the image.

  • Click "Effect" on the toolbar
  • Click "Amplify"
  • Drag the percentage bar according to what you need (it may vary from 10db to just 2db, depending on the volume)
  • Check the "Enable clipping" box
  • Click "OK"

NOTE: the sound may start to crack if you amplify it too much. This will not be heard in-game to an extent.

Speeding up a Song

For the "final lap" music, you have two options: using another song or speeding up the same song.

Audacity

Speeding up songs
  • Open your song
  • Select the song
  • Click "Effect" on the toolbar
  • Click "Change Speed"
    • If you don't want the pitch to change, and only want it to play faster, then click "Change Tempo"
  • Drag the "Percent Change" bar (between 6% to 20% is a good recommended value for changing the tempo)
  • Click "OK"

Creating properly tuned tracks

This method is closer to the original game but produces a small amount of crackling.

  • Open the file in Audacity
  • Effect (menu) -> Change Tempo => Percent Change: a value from 6 to 20% (10% recommended) -> Click "OK"
  • Effect (menu) -> Change Pitch => Semitones (half-steps): 1.00 -> Click "OK"

The order doesn't matter a lot, though changing tempo first may produce slightly better results, depending on the type of music.


The sliding time scale produces much better results but is much slower.

How modern Mario Kart games (including Mario Kart Wii) speeds up their music:

  • Effect -> Sliding Time Scale/Pitch Shift
    • Initial and Final Tempo Change (%): a value from 6 to 20% (10% recommended)
    • Initial and Final Pitch Shift -> (semitones) [-12 to 12]: 1
  • Click "OK"

OR

How the first three Mario Kart games (Super Mario Kart, Mario Kart 64, and Mario Kart: Super Circuit) speeds up their music:

  • Effect -> Sliding Time Scale/Pitch Shift
    • Initial and Final Tempo Change (%): a value from 6 to 20%
  • Click "OK"

VirtualDJ

VirtualDJexample.jpg
  • Drag your song into a plate.
  • Use the Pitch Bar to change its speed.
  • Go to the "Record" tab
  • Click on Config to set the file's final directory
  • Click on "Start Recording" and play your song with the new speed.
  • If needed, you can edit then your song for deleting useless parts.


Hex Editor

You can also use a Hex Editor on your normal lap BRSTM (more risky):

  • Only recommended if you know how to hex edit.
  • Go to 0x64. This is the data rate of the song in hz. (Controls how fast data is read) The value is two bytes.
  • Open Calculator (or use a calculator that can work with hex)
  • Type the value in and add about 15%-30% to the value
  • Replace 0x64 with the new value
  • Save As a new BRSTM. It will play faster.
    • This method is risky because Mario Kart Wii wants BRSTMs that are 32000hz. Track music doesn't seem to be too picky about this (though sometimes, it still causes problems), but fanfares don't like other values (and can freeze the game if played too long, actually). To avoid problems, stick with 32000hz and use one of the other methods listed above.
    • However, an advantage to this method is that you do not have to find loop points twice for track music if you use a sped up version of the same song for the final lap, simply because you are only reading the data faster, not actually changing the amount of samples.
  • A safety variant to change the speed with Hex Editor is to change the values on 0x64 to B4 00. It will sound like the original speed up (found out by MrBean35000vr).
    • This method may not work with all BRSTMs. Some BRSTMs will not play, but the game won't freeze.
  • Another method is to multiply the decimal value by 12/13 and convert this back to hex. For example, 48000hz would become 52000hz, so BB80 would become CB20.

Looping your Song

A "loop" is the particular section of the song that replays over and over. You will have to loop your song if it's too short, so your song will repeat until you end the race.

It consists of two sections: the "Start point" and the "End point".

In Audacity:

  • Open your song.
  • Listen to it VERY carefully, and detect the part where you want your song to loop. This is easier when using videogame music (VGM), as it is already intended to loop.
Looping area

The first area will be the loop start point, while the second area will be the end point. What this means is that when the song reaches the loop end point it goes back to the loop start point. In order to properly select the looping points, so that the song loops seamlessly, zoom in on that area of the song.

Selecting the loop points
  • Try to select the same exact spot both on the start point and on the end point. A small tip is to select the area just before a "taller" part of the song, like it's done in the image.
  • Once you select your loop start point by clicking where you want it to be, write down the numbers in the bottom left corner (make sure the unit is in samples).
  • Repeat for the endpoint.
  • Export your song as .wav (this can be done before if you prefer).
  • Proceed to BrawlBox

NOTE: BrawlBox has trouble dealing with mono .wav files. You can turn your song from mono to stereo in Audacity by clicking "Edit" > "Duplicate" and the clicking the little down arrow next to the song name on the first track and selecting "Make stereo track".

Converting to BRSTM

BRSTM is the format of the videogame's audio. It's used since GameCube games, and it appears in almost every videogame. Mario Kart Wii obviously uses BRSTMs; and they appear in courses, battle arenas, miscellaneous sounds and more.

In order to convert your .wav file to BRSTM you can use BrawlBox:

Brawlbox-tutorial.JPG
  • Open BrawlBox
    • 1. Go to: File > New > BRSTM Audio Stream
    • 2. Select your song (need to be .wav format)
    • 3. Write down the loop start point/end point in their respective boxes
    • 4. Check the loop by listening to the song (make sure to tick the "loop" box)
    • 5. Click Okay, and go to Edit > Export (as) and export as a BRSTM.

You can also perfect the loop points in BrawlBox, so getting the loop points from Audacity is not specifically needed.

Next, you'll need to rename your custom BRSTMs to their correct ID, so they play in-game. And make sure your songs replace the same slot than your custom track. If you use Riivolution you just have to put your BRSTMs into My Stuff folder.

Multi Channel BRSTM Making

You might notice that even if you follow all these steps your custom music cuts off. That's because six tracks in the game (Toad's Factory, Wario's Gold Mine, Koopa Cape, Dry Dry Ruins, Moonview Highway and Bowser's Castle) use Multi Channel BRSTMs instead of regular BRSTMs, which allows the slight music change in some parts of the tracks. The number of channels you need will depend on the track. Toad's Factory, Wario's Gold Mine, Dry Dry Ruins and Moonview Highway require a 4CH BRSTM, Koopa Cape requires 8CH and Bowser's Castle 6CH. However, for unknown reasons, sometimes a 6CH MBRSTM will still cut off at the part where the Bowser statues throws fireballs at you, so to be safe you can always make an 8CH MBRSTM for that track as well.

The BRSAR

So, if you tested your songs in game, you might have noticed that they cut off.

Why did this happen?

You copied your BRSTMs in your SD card, yes, that's correct; but there's another file inside Mario Kart Wii, called revo_kart.brsar.

This file governs the loop points and maximum size for all the BRSTM files in the game. It also contains sound effects, like characters' voices, kart/bike, menu, drifting sounds, star power music, etc. These can be edited through BrawlBox.

This is the reason your songs cut off, your BRSTMs don't fit into original ones, they are bigger.


In here, you have two options: make your song shorter (this means a very short song), or use Patch that BRSAR!:

*You need revo_kart.brsar for this. You can find it inside Filesystem/sound.

Open Patch that BRSAR! and open or drag and drop revo_kart.brsar in the program. All BRSTM slots that are linked from the BRSAR will be patched to their maximum size.

Please note that CTGP-R does this automatically (for standard music slots only), and if you patch your revo_kart.brsar you will need to disable automatic patching via settings.

If you open the BRSAR in BrawlBox, provided the folder structure remains intact, you can make an edit (such as volume changing or custom SFX inserting) and it will automatically patch the BRSAR file.