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by MoldyPond at 10:40 AM EDT on April 30, 2018
I first completely disregarded foobar and game rips a few years ago because the first thing I did was listen to Rare game music and immediately noticed that it sounded infintely worse than my line-in 320kbps MP3 recordings :3

You are right though about it still not being right at 48kHz. Before Diddy Kong Racing's USF was fixed a few months ago I had a new line-in recording and listening back to it, it still sounds slightly better quality. Not quite as clean and raw as the USF, but more... right.

Still though, having the ability to export a 50 song soundtrack as WAV files in 2 minutes as opposed to having to record every song individually is something I will never complain about :D
by simonmkwii at 10:45 AM EDT on April 30, 2018
@nothingtosay - Linear interpolation has highly audible aliasing artefacts.

The best method, in my opinion, is to not interpolate it, and then to manually filter all the aliasing artefacts out.

It's a huge effort, but nothing will ever come close to sounding as good as that.
by MoldyPond at 1:10 PM EDT on April 30, 2018
The "easiest" and most accurate option would be to mod your N64 to have an HDMI port then manually record everything.

Good luck with that though :(
by simonmkwii at 1:30 PM EDT on April 30, 2018
@MoldyPond - I have an N64 + Diddy Kong Racing + Original high-quality AV Cables + ADC + Audacity.

Guess what I did!
One of my objectively brilliant remasters!

Here's an example, Ancient Lake recorded from the sound test menu of DKR, then painstakingly remastered:

Link
by simonmkwii at 1:34 PM EDT on April 30, 2018
But seriously though, this is a seriously sexy spectrogram if I do say so myself ( ͡° ͜ʖ ͡°)

by Sephirothkefka at 2:53 PM EDT on April 30, 2018
Assuming this is taken in audacity how doth one do this to a file? whats the secret lamb sauce?
by vajuvaju at 3:44 PM EDT on April 30, 2018
@simonmkwii Why are you using MultiResampler and not SoX?
by kode54 at 7:41 PM EDT on April 30, 2018
If you're using the default enabled resampler in foo_input_usf, you don't even need a post processing step, as it already upsamples using a cubic interpolation algorithm.
by nothingtosay at 8:58 PM EDT on April 30, 2018
Did you mean me rather than simonkwii about using MultiResampler? The reason is that it allows you to control interpolation methods.

@MoldyPond: It would be really awesome if somebody could somehow figure out exactly what a real Nintendo 64 does so it could be implemented. I'll say though that I abandoned my idea of recording Goldeneye's music from hardware when I A/B tested it versus the USF upsampled with MultiResampler and found a difference so tiny I decided I'd be doing all that work for truly no actual gain. With cubic interpolation, it really is extremely similar to what the real thing sounds like.

@simonkwii: GBA and DS music can use instrument samples with different sampling rates, making individual instruments alias at different frequencies, so there's not really a one-size-fits-all-instruments point to start filtering. But if you're filtering out all the aliasing artifacts, isn't that functionally the same as sinc interpolation?

Additionally, I would argue that while linear interpolation, and cubic for that matter, have audible aliasing artifacts, that's the point when the samples are so bandlimited in the first place. The interpolation is used to synthesize treble frequencies that aren't there to improve the sound while saving on memory or CPU usage. When a cymbal sample is only 8 kHz or something, I think the composer or sound designer is counting on aliasing to create the treble associated with a cymbal crash. But of course you can do whatever you think sounds best; that's what I'm doing too and I don't think we have to stick to what the actual hardware does. Nintendo doesn't either. The EQ applied to the audio for GBA games in the Game Boy Player isn't at all like what a real GBA sounds like, but I think it's quite good. Also, their releases of Famicom music never sound like they were recorded from a standard Famicom's only output method: RF.

I don't mean to try to contradict you on your Diddy Kong Racing work, but that track has about 3 dB more dynamic range if you turn the music volume slider down in the game. It has to be all the way down to about 25% for it not to clip! I also think the reverb at the end could be dialed back or even eliminated entirely and it would sound fine. But I do think EQing the treble to boost it is a good idea and makes a big difference.
by MoldyPond at 11:59 PM EDT on April 30, 2018
@nothingtosay DKR being one of the loudest games I know of was this first thing I found out about when recording it nearly 10 years ago :D

That being said I've actually asked about that in the USF request thread. I let JoshW know about the issues with the old USF set of DKR and he fixed and reuploaded it, so now it's perfect except really really loud and you can easily hear the clipping if you don't upsample it. When creating USFs is there a volume setting of any sort?

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