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Lab Assistant
Original Poster
#1 Old 31st Aug 2017 at 7:40 AM Last edited by An_dz : 11th Sep 2017 at 4:38 AM. Reason: Better title
[Resource/Tutorial] Editing DJ Booth Music
Please Read
I had this resource list, aka tutorial, to change DJ Booth music for a year but never published it. So here's the text I've been keeping on my PC for so long, hopefully will be useful for a lot of people. Don't expect support or help, I'm just sharing as I don't play Sims 4 any longer. This post is more technical so you need to know what you are doing.

By investigation and experimentation I came across this list to be able to replace the DJ booth music. At least now DJs can truly drop the beat.

There's a step-by-step tutorial for encoding the files but I'll shorten it here with the highlights for those like me that just need to know the outputs:

You'll Need
- EAlayer3 (I used 0.6.2 as 0.7 has some weird bits)
- Audio editor (Audacity)
- HEX Editor
- S4PE
- To know that bytes positions start at 0 (ZERO)
- To know how Hexadecimal numbering works

The Music File
For the best result convert to MP3, VBR (Variable), Standard Variable Speed, Joint Stereo, Quality 3 (155-195 kps)

You can convert with Audacity (Free/Open-source)

The SNR
To encode the SNR:
Code:
ealayer3 -E musicFile.mp3 -o musicFile.snr --single-block


With a HEX Editor delete all the data after byte 7, keep only the first 8 bytes, and edit byte 4 from 0x00 to 0x40. This bit seems to indicate the sound is not in the SNR.

This step will make the audio playable, if you miss it, the game will crash.

The SNS
To encode the SNS:
Code:
ealayer3 -E musicFile.mp3 -o musicFile.sns


With a HEX Editor edit bytes 6 & 7 from 0x0480 to 0x002F.

This step removes the cut audio artifact. All files are like that and I could not find why.

PS.: On the original tutorial it says to add a block of data to the file. Throughout my tests nothing has changed adding this chunk of data. I noticed that all files do have a block of size 0xC4 between what appears to be the metadata and the real sound. This data block is different for each file and I could not understand what's its purpose. So I'm skipping this.

PRO TIP
To encode all mp3's at once you can batch with these commands:
Code:
FOR %f IN (*.mp3) DO ealayer3 -E %f -o %f.snr --single-block
FOR %f IN (*.mp3) DO ealayer3 -E %f -o %f.sns


Create the Mod
Now rename the files and place them into a package with S4PE.

SNS:
Code:
S4_01EEF63A_001407EC_

T: 0x01EEF63A
G: 0x001407EC

SNR:
Code:
S4_01A527DB_001407EC_

T: 0x01A527DB
G: 0x001407EC

The Instance numbers are as follow in the list:

Groovin'
High Skill
8577A749F947810$
With $ being from 1 to 8.

Groovin'
Low Skill
BADA9B9C3F6566B$
With $ being from 8 to B, and F.
BADA9E9C3F656B9$
With $ being from 0 to 7, skipping 2 & 3.
BADA9F9C3F656D6$
With $ being from 0 to 6, and E & F.
BADAA09C3F656F3$
With $ being from 8 to F, and 2 & 3.
BADAA19C3F65708$
With $ being from 8 to F, and 4 & 5.

Breakbeats
83A05DFDECA9CCA$
With $ being from 0 to 7, skipping 1 & 6.

Chill-Out
457C0C3FEE35633$
With $ being from 1 to 6.

Chip-Tune
High Skill
F8E173EDBD70ADB$
With $ being from 1 to 9.
F8E174EDBD70AF0$
With $ being from 0 to 3, and 7.

Chip-Tune
Low Skill
E4059B85F3AC9EB$
With $ being from 8 to E.
E4059C85F3ACA00$
With $ being from 8 to F, skipping B, but including 2 & 3.

Drum & Bass
C4EFA99482EFCFD$
With $ being from 0 to 7, skipping 1.

Hip-Hop
964AA7B46C8FDA8$
With $ being from 8 to F, skipping C.

House
EBFC0AFC380054C$
With $ being from 0 to 7, skipping 2 & 5.
EBFC0AFC38007053

Machine
High Skill
B63B4A50558A065$
With $ being from 0 to B, skipping 3, 8 & 9.
B63B4950558A048$
With $ being 0 to 3

Machine
Low Skill
7F74AC2BAE543F8$
With $ being from 0 to 7, skipping 3, but including A & B.
7F74AB2BAE543E3$
With $ being from 0 to 1.

Noise
38F7C9CF959517D$
With $ being from 0 to 7, skipping 3 & 4.

Remixes
DAAD70128282CAE$
With $ being from 2 to 6.

Mix-o-lot
Starting: 20D533C73788C813
Middle: 2BA0C998B8729F16
Finished: 30287E09EEF549BD

Scratch n' Switch
Starting: 7E12E6C37F494F2C
Middle: CB85809746A041DD
Finished: EB91811FFF259F83

Wiky Wiky
Starting: 21ECABBC6BA00732
Middle: FFC2CE9889C4D0A7
Finished: 477CF49980B30839

Digital Era
Starting: 3F915432BC9838C0
Middle: D58A65822AA7D1DC
Finished: 0848385DB861FF5F

Electrical Utsu
Starting: A24790D3560A668E
Middle: FFB8F9CC01196612
Finished: 6B8639B26D4480C6

Party Hard
Starting: 99A291E8810B0229
Middle: 5C6982339DBC20B4
Finished: D16D0EB0CD2FB7ED

No Genre
Can't be selected in-game (Unknown | Debug only or NPC)
Music for the parent menu "Play Style..." which opens a sub-menu so is never played
DAAD70128282CAE$
With $ being from 2 to 6.

Unknown
Probably the same as above but for mix tape creation
AE67692002B2B98$
With $ being from 8 to A.

Adding More Music
You can also add more music to a style, for that you need to HEX edit the PRPX files to add more instances.

The beginning of the files are always 0200 6b3c 6cb6 9cb5 598c the next four byte (A-D) define how many song there are. After that, at byte 0x0E, the instances come one right after the other, each with 8 bytes. Here is where you edit the file to add more songs.

Then you have 38 zero bytes followed by 807f 0000 0000 0000 0000 0200 0000 c871 7024 0500 0b00 0000 0a20 2020 2020 2020 2020 2028 f407 9e02 00f2 5fb6. Some files end here with some zero bytes, but there's one or two that have a second list, I don't know what this second list makes in the game.

T: 0xFD04E3BE
G: 0x00000000

Breakbeats: FA2062C10C7F1B79
Chill-Out: A52A02FCAB0DB210
Chip-Tune Low Skill: 84959aa493a13073
Chip-Tune High Skill: 285A81C9C7667890
Drum & Bass: 38464A227943EDA9
Groovin' High Skill: 9D09B57C27A1A560
Groovin' Low Skill: 1700617F8E70638F
Hip Hop: 18B186592C7CD00C
House: 5E145CCD0E40C1DD
Machine High Skill: 93B358B9FC06925B
Machine Low Skill: 59C411D4E9DAAA8B
Noise: D23A9E190948C7DB
Remixes: E728D13779A8050F
Practice Level 1: Same as Groovin' Low Skill
Practice Level 2: Same as Machine Low Skill
Practice Level 3: Same as Chip-tune Low Skill
Practice Level 4: Same as Chill-out
Practice Level 5: Same as Breakbeats
Practice Level 6: Same as Remixes
Practice Level 7: Same as House
Practice Level 8: Same as Hip Hop
Practice Level 9: Same as Drum & Bass
No genre (Debug, can't be selected in-game): 2314624E4EDEB440
Mix-o-lot Start: 20D533C73788C813
Mix-o-lot Middle: 2BA0C998B8729F16
Mix-o-lot Finished: 30287E09EEF549BD
Scratch n' Switch Start: 7E12E6C37F494F2C
Scratch n' Switch Middle: CB85809746A041DD
Scratch n' Switch Finished: EB91811FFF259F83
Wiky Wiky Start: 21ECABBC6BA00732
Wiky Wiky Middle: FFC2CE9889C4D0A7
Wiky Wiky Finished: 477CF49980B30839
Digital Era Start: 3F915432BC9838C0
Digital Era Middle: D58A65822AA7D1DC
Digital Era Finished: 0848385DB861FF5F
Electrical Utsu Start: A24790D3560A668E
Electrical Utsu Middle: FFB8F9CC01196612
Electrical Utsu Finished: 6B8639B26D4480C6
Party Hard Start: 99A291E8810B0229
Party Hard Middle: 5C6982339DBC20B4
Party Hard Finished: D16D0EB0CD2FB7ED
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Test Subject
#2 Old 23rd Sep 2017 at 7:25 PM
Thank you so much! I know you said no support, but do you think I could see the more thorough step by step tutorial (if you already have it on hand)?
Test Subject
#3 Old 9th Dec 2017 at 12:53 AM
Someone could make this post it on patreon and make a bundle
Lab Assistant
#4 Old 9th Dec 2017 at 6:58 AM
Wow. This might actually make it possible to make custom music instruments in the future!
Test Subject
#5 Old 15th Dec 2017 at 10:13 PM Last edited by FrankyLowrence : 15th Dec 2017 at 10:32 PM.
why bytes in hex editor have look like 01, 57, 36? how can i make it display bytes as 0x00 and 0x04? I use Hex Editor Neo.
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