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- How to slow down Megaman 10 music? by Franpa at 8:14 PM EST on January 24, 2012
- The music is playing notably faster then it should! How do I go about slowing it down? The music is in XWB format which I presume is a Xbox360 format.
Edit: Also why is the music mono? The console seems to play it in Stereo D:
edited 8:26 PM EST January 24, 2012
- Soundfont creation bug? or retarded sample? by Dutchie at 6:13 AM EST on January 26, 2012
- so the oter day i was rebuilding pokemon stadium instruments as this strange thing happened
when i was done editing the sample i advanced to the instrument editor and there, whenever i test out the and trigger a piano key, the RAW instrument appears to have reverb??
and when i advance to the preset editor, the [nice] reverb is gone???
during the build i havent done anything to te instrument wich has something to do with reverb
ehhh, explanation?
- Lossless Audio Extraction From PSX ROMs? by Bs at 8:55 AM EST on January 26, 2012
- Hi there, something that I've been planning to do for a while but not had the chance until now is to start extraction lossless quality audio from PSX games that I have a particular nostalgia for, and I just want to know what I need to do to be able to do it properly.
Thanks to sites like this, I've had great joy in listening to Game Boy .gbs files, and also the audio from a few PS2 games in original audio quality, far exceeding anything I'd actually heard while playing on the original console or on an emulator, so I'm now hoping to start doing the same for the rest of the games I feel the same way about.
I have Foobar 2000 and the Game Emu Player (something like that?) plug in, and I also used to have Vgmstream until a couple of days ago, until updating to Foobar 1.1.10 or whatever recent version it was, stated that it was no longer compatible and deleted it. I haven't been able to get it working again since, despite trying newer downloads of the plugin so if anyone can point me in the right direction of that too, then that would be great.
Otherwise, explanations about which files I need to look for in the ROMs if it's possible, and how to go about doing it and getting them playing properly or converting them to saved files or whatever. Thanks for any help. :-)
- The VGM/Others Instrument Source Thread by AceK at 10:06 PM EST on January 29, 2012
- Discord:
VGM & Other Instrument Sources
Recommended spreadsheets:
gameonion: NEWER VGM Sound Sources
Spreadsheets (General; ABC sorted):
AceK: VGM Instrument Source Encyclopedia
Benjamin: general mario spreadsheet
G-Boy: VGM Instrument Source Spreadsheet
Spreadsheets (Video Game Specific; ABC sorted):
Pokemon Mystery Dungeon original samples
Pokémon VGM Sound Sources
Super Street Fighter II Turbo Instrument Sources
This thread is made to find out what instruments are used in some familiar VGM.
For example, if you have a sound pack from a certain author and managed to found an instrument that is used in a video game, details about what the name of the album is and other info will be listed here.
If you know of any familiar instruments in a common sound collection used in any VGM and would like to contribute, please feel free to post a comment about your findings!
NOTE: Some names will not be correctly tagged... so instead, it will use the file name of the preferred rip content.
edited 7:20 PM EDT March 19, 2023
- Dear TheUltimateKoopa by Dutchie at 9:39 AM EST on January 30, 2012
- why did you posted my yoshis valley remake to brawl custom music and why havent you said a thing about it?
- Pocket Monsters Stadium USF? by TheUltimateKoopa at 10:10 PM EST on January 31, 2012
- Does the Japan-exclusive N64 game, Pocket Monsters Stadium have a different soundtrack to the sequel, which was released as Pokemon Stadium outside Japan?
- Xbox 360 xwb to xma2 to pcm wav. by XboxRainbowMods at 6:18 PM EST on February 2, 2012
- I've been trying to get PC workable audio content from http://hotfile.com/dl/144959274/5fde913/SoundsStreaming.xwb.html
xwb files to use in tutorials for the games they're from but have not been able to successfully convert the contents (xma2 Codec 0x0166 aka 0x166) to wav. I downloaded and tried most of the programs that were suggested in related threads (unxwb.exe, xbadpdec.exe, GSpot.exe, towav.exe -from command line this seems to do nothing, VGMToolbox.exe - can't find Sony ADPCM converted files it makes, xma_test.exe -xma_parse05, xMash.exe -version .05, Ravioli Game Tools, etc) but I haven't figured out/understood the proper steps to take. Could someone state the steps I need to take to successfully extract/convert these audio files? Thank you.
- writing a VST plugin by Dutchie at 12:59 PM EST on February 3, 2012
- iam sick of the common way to make music, everythin is a mess if it comes to loadin files from i dont know where
i want to have my own plugin [VST] wich represents my entire instrument database
but where do i start? i have no programming skills wathsoever
- Did NES musicians use Stereo when making music for the NES/Famicon even though it would be played in Mono on the system? by Franpa at 10:55 PM EST on February 5, 2012
- Question: Do NES music musicians use Stereo when making music for the NES/Famicon games even though it would be played in Mono on the system? I ask because so many NES games have music that sounds great when the 2 Square channels are separated, Square one -45 degree's to the left and Square 2 45 degrees to the right.
For example the NES was only capable of mono sound yet numerous games feature audio tracks that simulate cross fade (Something not really possible in mono environments) incredibly well amongst other effects that can only really be demonstrated/heard in a stereo environment. They also tend to straight up sound significantly better under such a stereo configuration as well.
Edit: I mean: Do NES musicians design songs for the NES with the intention of them one day being heard in stereo? Or is the improvements stereo sound brings to there musical pieces just a coincidence?
Edit 2: On second thought it seems more like coincidence then intentional. I mean from a code point it's probably easier to dedicate one channel to echo/sustain notes then it is to have one channel play a note then enable the sustain/echo effect, disable the effect, play another note, enable the sustain/echo effect, disable the effect, play another note etc.
edited 12:14 AM EST February 6, 2012
- Odd Yamaha AICA by marscat85 at 9:23 AM EST on February 9, 2012
- Hey all, I'm having a really hard time with this file. It looks to be Yamaha 4bit ADPCM at 88200hz. You can set it to 8Bit PCM at 44100hz as well and it sounds decent as well. I've been messing with it in genh > vgmstream test but everythings come back pretty weird.
Heres a sample:
Snip.bin
Does anyone think they might be able to help with this?
Thanks in advance!
edit: n/m about the channel thing, I was stupid and forgot to tell it to ignore looping. It's probably 2 channel at 44100 but really staticy.
edited 11:26 AM EST February 9, 2012
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