Digital recordings: conclusions on ripping in general and on poor Wii U sound hardware by Promiznivas at 5:47 PM EDT on March 23, 2016
Lately I've been looking into the possibility of ripping GameCube and Wii game soundtracks on the Wii U.
In theory, I created a setup that makes lossless, digital rips possible using the Wii U's HDMI output. No noise interference, no volume troubles, no conversion, no resampling.
But during testing, I encountered severe problems that are caused by Nintendo's seemingly poor hardware implementation on Wii U. Following up on this thread, I would like to present my findings here.
First of all, a description of my setup...
Audio sources / video game consoles: – Wii U (WUP-001(03), EUA) – Xbox 360 (would have to check the model, has an S/PDIF and HDMI out) – PlayStation 2 (SCPH-50004 AQ, fat model)
Cables / switches / adapters: - HDMI cable - TOSLINK / digital optical cable – Ligawo HDMI Audio Switch - 2CH/ stereo (HDMI input to S/PDIF output) - TOSLINK to mini-TOSLINK adapter (JIS F05 jack to 3.5mm connector) - USB cable
Recording: – iRiver Model H120 Ver 1.33B (line input / optical input)
Judging from my tests, the setup itself is impeccable. I will get to this in a minute. Without further ado, I am presenting you my sample recordings. The complete package can be downloaded here.
Spectral frequency display and comparison of sample recordings:
Click the names of the files for a graphic analysis of the sampling rate.
1. Eternal Darkness — Gateway to Destiny ED_ADP.wav = conversion of the streamed file from the game disc ED_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch and the Nintendont GameCube loader/interpreter Note: large volume difference and audio was downsampled by the Wii U
2. Need for Speed: ProStreet — title screen NFS_ProStreet_TOSLINK.WAV = digital recording using the S/PDIF out NFS_ProStreet_LIGAWO_TOSLINK.WAV = digital recording using the HDMI out with the Ligawo switch NFS_ProStreet_LIGAWO_LINE-IN.WAV = analog recording using the HDMI out with the Ligawo switch Note: difference in data between the digital recordings is really marginal and volume is the same for all recordings (so it's not the Ligawo switch causing the volume difference or the resampling)
3. Silent Hill 2 — Maria in jail scene SH2_PSS.wav = conversion of the streamed file from the game disc SH2_TOSLINK.wav = digital recording using the S/PDIF out Note: parts of the file are absolutely identical while others are not (nevertheless, the recording comes as close to the streamed file as it gets)
4. Wii U — loading Miiverse Wii_U_BFSTM.wav = conversion of the streamed file from the BIOS Wii_U_LIGAWO_TOSLINK.wav = digital recording using the HDMI out with the Ligawo switch Wii_U_LINE-IN.wav = analog recording using the A/V out Note: large volume difference in the digital recording and audio was upsampled by the Wii U
Conclusions:
– there is no such thing as a consistently byte-perfect recording, even with a purely-digital setup – however, digital recordings get very close to the source audio and there is no audible difference anymore – the Wii U resamples all audio to an unknown sampling rate (sample recordings ranged between 36KHz and 42KHz, maybe the sampling rate is variable?) – the Wii U's digital audio via the HDMI output looks to be much more quiet than its analog audio – digital recordings from the Wii U should not be attempted until Nintendo resolves the volume issue (which is never lol)
Thanks for taking the time to experiment with this. Stuff like this is the main reason I hate when people upload recordings to Smash Custom Music, rather than using a decoded file for games without official soundtrack releases.
Digital recording setups are not very well researched or utilized in the scene, it seems. Very few rippers opt for digital recordings and are more likely to use analog recordings with noise reduction applied afterwards. The most prestigious digital ripper I've seen is probably dustfungo with his complete Silent Hill soundtrack rips.
You are of course right in that recordings (even digital recordings with its seeming uncertainties) should always be a last resort. That is, the game's streamed files cannot be played back with vgmstream. Or the game just plain uses sequenced music, as is the case for many titles up until the 2010s.
I would love to experiment some more with digital recordings on Nintendo consoles. There are mods out there that build S/PDIF outs into the consoles. And there are also HDMI mods such as UltraHDMI for N64 and another one for the GameCube. However, S/PDIF outs would probably be the safer choice from what I've gathered (the GameCube HDMI mod seems to drop some audio samples to increase compatibility).
The main problem with those mods is that I lack the expertise to do them myself and that there do not seem to be any shops on mainland Europe that offer them. If someone could point me in the right direction, it'd be greatly appreciated.