--- lang: pl_PL layout: wiki section: twilightmenu category: customization title: Skiny DSi / 3DS - Niestandardowe Efekty Dźwiękowe description: How to use custom background music and sound effects in DSi and 3DS skins for TWiLight Menu++ --- TWiLightMenu obsługuje niestandardowe pliki dźwiękowe w motywach. Umieść pliki dźwiękowe w podkatalogu `sound` w folderze motywu, na przykład dla motywu `white`, umieścisz pliki w `themes/white/sound/sfx.bin` i `themes/sound/bgm.pcm.raw`. Oba pliki są opcjonalne, jeśli jakiejś zabraknie, domyślna muzyka będzie użyta. Powinieneś następnie też ustawić muzykę w opcjach na "Motyw". Te instrukcje zakładają, że devkitPro jest zainstalowany razem z mmutil. Możesz pobrać devkitPro na [stronie devkitPro](https://devkitpro.org/wiki/Getting_Started). ## Bank Efektów Dźwiękowych Bank efektów dźwiękowych zawiera takie efekty dźwiękowe, jak dźwięk wyboru ikony itp. | Plik | Opis | | ----------- | --------------------------------------------------------------------------------------------------- | | startup.wav | Puszczony podczas uruchomienia. See the section on [Startup sound](#startup-sound) for more details | | back.wav | Back | | launch.wav | Played when launching a game | | select.wav | Played when moving the select cursor | | wrong.wav | Played when reaching the end of the page | | switch.wav | Played when switching pages | | stop.wav | Played on the DSi Theme when the select cursor stops moving | | bgm.pcm.raw | Not part of the soundbank. See the section on [Menu BGM](#menu-bgm) for more details | You can then run `make` to make the sound effect bank. All files listed above, except *bgm.pcm.raw* are required, but you can make them silent. Your resulting *sfx.bin* **must be under 512000B = 512KB**. Any larger will result in either crashes or some sounds not playing fully. ### Startup sound While the other sound effects will work with any WAV file, the startup sound must be in a specific format in order to work properly, otherwise there will be a gap between when the startup sound stops and the background music begins. The startup.wav file must be **16-bit 16kHz**. You can use [Audacity](https://www.audacityteam.org/download/) for example to convert to this format. Once the file is loaded in Audacity, change the **Project Rate (Hz)** to **16000**, then press **Shift+M**, and change the **Format** to **16-bit PCM**. If your file is in Stereo, you should also go to **Tracks > Mix > Mix Stereo down to Mono**. You must set `PlayStartupJingle=1` in your `theme.ini` for the startup jingle to play. ## Menu BGM Menu BGM needs to be a **16-bit 16kHz Mono** raw PCM file. You can use [Audacity](https://www.audacityteam.org/download/) for example to convert to this format. Once the file is loaded in Audacity, change the **Project Rate (Hz)** to **16000**, then press **Shift+M**, and change the **Format** to **16-bit PCM**. If your file is in Stereo, you should also go to **Tracks > Mix > Mix Stereo down to Mono**. To export in the correct format, do: 1. Select `File` > `Export` > `Export Audio...` 1. Set `File Type` to `Other uncompressed files` 1. Set `Header` to `RAW (header-less)` 1. Set `Encoding` to `Signed 16-bit PCM` 1. Set the output name to `bgm.pcm.raw` and click `Save` 1. Click `OK` to the metadata editing Now you have a `bgm.pcm.raw` file that can be copied to the *sound* subfolder in your theme folder. Unlike sfx.bin, *bgm.pcm.raw* can be arbitrarily large.