Custom Music

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Revision as of 09:27, 4 January 2013 by Witch (talk | contribs) (→‎Multi Channel BRSTM Making: fixing the link)
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Custom music is making songs compatible with MKWii so you can play them as background music. Many custom tracks have custom music included.

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

Music Editing

First you need to edit the song, for this you use your music editor. It is recommended to export the output format into WAV, wavs don't have that little space just before your song starts.

For the "final lap" music, you have two options: speed up the song or use another song.

Speeding up a song

For Audacity use:

File:Audiacityexample1.png
Speeding up songs
  • Open your song.
  • Select the song.
  • Click "Effect" on the toolbar.
  • Click "Change Speed...".
    • If you don't want pitch to change, and only speed change, then click "Change Tempo...".
  • Drag the "Percent Change" bar.
  • Click "OK"


For Hex Editor use (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.

Looped Song

A "loop" is the particular section of the song that replays over and over, you can use this if your song is 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 loop to start and end (if wanted).
  • Select the starting point.
  • Press Ctrl+C.
  • Delete the selected part.
  • Click on the end point of your loop.
  • Press Ctrl+V
  • Delete the parts you don't need.
  • Go with the cursor on the loop start point, write down the time (you can see it at the buttom)
  • do the same with the endpoint
  • export your song as .wav
  • go further with brawlbox


This is necessary all the time if your songs have to loop.

Converting to BRSTM

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

For this 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. Go with the cursor to the time with the startpoint/endpoint, than press on the * next to the sample form.
    • 4. Change the sample numbers to perfect the loop.
    • 5. Click Okay, and go to File > Save (as) and save as brstm.

You can perfect the loop in brawlbox, so getting the loop points from audacity is not specifically needed.

Rename them to their correct ID, so they can sound ingame. Which are those IDs?. And make sure your songs replace the same slot than your CT. If you use Riivolution you 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. Thats because 6 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 Facory, Wario's Gold Mine, Dry Dry Ruins and Moonview Highway require a 4CH BRSTM, Koopa Cape requires 8CH and Bowser's Castle 6CH. 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


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. Then export the file as a wav.

Next open BrawlBox and get your loop points, just like with regular BRSTMs:

File:MBRSTMTutorialPart1.jpg


LoopStartSample is your loop start point and NumSamples is your end point. Don't close BrawlBox yet.

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


Next, right click -> edit on the BUILD XCH BRSTM you want (x being the number of channels). It should look like this but with different numbers:


File:MBRSTMTutorialPart3.jpg


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 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

...you get your MBRSTM!

Now rename it and repeat for the final lap.

The BRSAR

So, if you tested your songs ingame, you might have noticed that they cut off at 5 seconds or less.

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.

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. Unfortunately, all this sounds can only be edited through hex.

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 a shorter song (this means a very short song), or use the BRSAR Size Patcher to make your songs fit:

*You need revo_kart.brsar for this. You can find it inside ISO:Partition1\sound\revo_kart.brsar

File:BRSARexample.png
This is BRSAR SP v0.8, but v0.7 works the same too.
  • Now open BRSAR SP.
    • 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.


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.

If you test ingame, your songs shouldn't cut off, and you are done with CM making. 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).


HAVE FUN!