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- by bnnm at 1:58 PM EDT on July 23, 2018
- Thanks, still can't get it right. I think I'm misunderstanding something about signed/unsignedness and carry stuff (add vs adc).
Oh well, if I level up I'll try again.
- by kode54 at 9:51 PM EDT on July 23, 2018
- Never mind, I found that the full set is already uploaded to joshw.info. I'll grab that and investigate.
edited 9:52 PM EDT July 23, 2018
Okay, try that change I made to the ASF decoder.
edited 10:28 PM EDT July 23, 2018
- by Nicknine at 10:04 PM EDT on July 23, 2018
- Funny that someone uploaded the files like a year ago even though no decoder was available at the time.
- by bnnm at 2:28 PM EDT on July 24, 2018
- @kode54 - thanks, I think it's correct. My test files give byte-identical results though, I was expecting rounding diffs and stuff. I guess the math is basically equivalent. Not sure why I was getting it wrong (thought I tried what you wrote).
Also you added "carry" but didn't get used?
Games in joswh using this codec: Croc 2, The Emperor's New Groove, Aladdin in Nasira's Revenge (Croc 1 isn't)
Other Argonaut PC games that could use it: Bionicle: The Game, I-Ninja, Catwoman: The Game.
***
Gave another try and I think I understand it properly now and what we have is indeed byte-accurate: https://pastebin.com/eC1qwNTj
(I'll do a minor tweak later)
The only thing I wonder is about the carry flag (add then adc) but I don't think it's needed with C int32? (since max values are limited)
- by Nicknine at 3:15 PM EDT on July 24, 2018
- I'm still getting slight crackling in the sound which is not heard in the original PS1 music files. Do these ASF files sound like that in-game as well?
EDIT:
I ran the game and all the music plays with clicking, must be a bug on modern systems... How do you determine decoding is byte accurate?
edited 3:31 PM EDT July 24, 2018
- by bnnm at 4:20 PM EDT on July 24, 2018
- I've never played the games but I can tell you the codec is worse than the PS1 one, so I wouldn't be surprised. Dunno why didn't just reuse the same, it's basically very similar but simplified in dumb ways.
It's byte accurate in that frames decode like asfcodec does (IOW the pastebin I posted). It's possible they apply a filter after decoding, but I don't think I saw anything like that in asfcodec.adl. You sure it should sound cleaner?
***
BTW, one detail not sure people get is that after decoding, games may upsample and/or filter the output.
For example PS1 XA is saved in 37khz but is upsampled+filtered to 44khz (which may not even properly emulated elsewhere), or in PC games the sound card may do internal resampling who knows how.
vgmstream doesn't/can't simulate those behaviours and just outputs the raw sample rate, so it's less accurate than the real thing.
- by Nicknine at 4:36 PM EDT on July 24, 2018
- Yeah, I remember that games might re-sample the sound, this might be the case here.
Like I said, I can't check if it sounds like this in-game or not ATM cause the music seems to be screwed up on modern systems. I'll check it on my Win98 box when I get the chance.
I wish I could remember how it sounded from experience but the last time I played the PC version was way back in 2006. %)
By the way, it's even more baffling that they used a custom codec for music considering that all the sound effects and speech are still in PS-ADCPM in PC version.
edited 4:43 PM EDT July 24, 2018
- by Infomaniac95 at 7:04 PM EDT on July 24, 2018
- Im glad some work on the ASF format is being done, cause other games by argonaut, like emperor's new groove also use the same sound format.
- by Nicknine at 4:39 PM EDT on July 25, 2018
- Well, I ran the game on an authentic Win98 machine and the music sounds about the same as when decoded with vgmstream. I guess this ASF codec really is worse than PS-ADPCM.
edited 4:39 PM EDT July 25, 2018
- by kode54 at 8:40 PM EDT on July 26, 2018
- More likely their encoder sucks. Also notice how the frequencies that are crackling are high frequencies, but the audio is 22050Hz. Maybe they clipped in downsampling?
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