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- How to find loop points in 2SF instrument samples? by TheBigL1 at 10:29 PM EDT on September 22, 2017
- I recently tried using NDS Sound Extractor to rip the instrument sounds from SRW OG Saga: Endless Frontier and Contra 4 (since I couldn't found existing soundfonts from either game), but the way they're ripped, none of the samples have loop points built in. Is there a way I can find this loop info besides trying to "eyeball" it based on the instrument's actual usage in the game's music? I was almost thinking of straight up asking Jake Kaufman how the Contra 4 samples' loops are set up.
- God Eater Resurrection (PC) by ~C~ at 11:52 AM EDT on September 24, 2017
- The audio files for this game are G.722.1 annex C encoded and have a BNSF header. When I try to decode the files with vgmstream, most of the files, while otherwise perfect, contain one or sometimes multiple "hissing" sounds, that are exclusively on either the left or right channel and are about 0.030 seconds long.
Does this issue exist with similar file types of other games, or this even a known issue? I hope somebody here knows something about this.
- Help me decode this unknown audio file container format which was only used on one GameCube game! by simonmkwii at 3:24 AM EDT on September 30, 2017
- I was looking into the file structure of the game Wave Race: Blue Storm when I discovered a file in the sound directory called "snddata.obj".
I decided to take a look at it in a hex editor, and discovered that this is a proprietary container format that has only ever been used in this one game.
This file contains the commentators' speech audio which is used throughout races.
This file seems to contain two file types, ADPCM or DSP audio (The main stuff I want, which unsurprisingly I haven't been able to decode, although if you import it into audacity as raw ADPCM, you can just make out the speech under extremely loud background noise) and signed 8-bit PCM audio (which can be listened to in Audacity).
Please help me decode the (what I assume is) ADPCM data!
Link to the file: Download
If you want/need me to upload any other files from the disc, let me know!
- Arcade rips by Zetto Kuzuuya at 1:34 PM EDT on September 30, 2017
- I know ALOT of Arcade games in the 90s and 80s used the cps3/cps2 capcom soundfont (best soundfont in my opinion besides mario sunshine and mario 64)
However, I know that THERE ARE games that have been ported to consoles that were on arcade, like Sonic the Fighters. I am not saying that if it is possible to get the GAMECUBE samples or rips from the game, but the original ARCADE rips, or if the gamecube version can be done, that would be interesting, my guess is that it does not use sequenced music because it is a port of the original arcade version, but I might be wrong.
- NES Classic/SNES Classic menu music by James at 12:38 AM EDT on October 6, 2017
- Just wondering if the source .wav files exist somewhere around here or if not, how to go about extracting them from the kernels (don't have the physical systems). Would be greatly appreciated!
- Ripping files from .BRSTM by Mr.Sanic at 2:43 PM EDT on October 7, 2017
- HELLO GUYS!
Today i had a little trouble extracting .brstm's from Super Paper Mario and Mario Kart Wii.
while extracting the brstms via dolphin i heard you can "hack" those.
so,can you extract files/samples from brstm?
Please i need help asap.
Thanks.
- My Sample Extraction Collections from GCN, GBA, N64, and PS2!! :) <3 by M. O. Marmalade at 10:18 PM EDT on October 8, 2017
- I've been extracting, and sorting, the samples from some of my favorite games (I have yet to figure out how to extract Pikmin's instruments, and haven't looked into Kirby Air Ride yet). I created a site to host them and the rest of my projects :) (although the site is in its early stages, I haven't put all that much up there yet)
If you're interested in the sample collections from Animal Crossing: Population Growing!, Super Mario Sunshine, Pokemon Ruby/Sapphire, Kingdom Hearts: Chain of Memories, Kingdom Hearts 1, Kingdom Hearts 2, and Wave Race 64, this is the place to download them! :)
https://xephyrpanda.wixsite.com/momarmalade
I have sorted them into their instrument categories as well (bass, bells/marimbas, kick drums, hi hats, snares, synths, pianos/organs, etc)
I hope whoever finds this enjoys it and makes some sick music with it!! If you do use these packs, please do send me a link to whatever you make with them! I will definitely take a listen, and maybe even help you get some exposure for your music if it's something I really dig! :)
my soundcloud is soundcloud.com/masterorangemarmalade, and my twitter is twitter.com/MasterOrangeMrm
Either of those sites are a great way to get a hold of me! ( just send me a message on soundcloud, or tweet me with a mention on twitter :) )
Have a nice day everyone! ~Master Orange Marmalade
edited 10:19 PM EDT October 8, 2017
- Wii Samples by Mr.Sanic at 4:40 PM EDT on October 10, 2017
- Hello again!
I finally figured out how to get the .BRSTMS From games...
But i want some samples from the .BRSAR
But every time i try, it shows an error.
Can somebody help me extract New Super Mario Bros. Wii samples?
thanks!
- Reproducing Conkers BFD's IIR Filter by derselbst at 3:51 PM EDT on October 11, 2017
- I was curious about whether it's possible to reproduce the IIR filter used in ConkersBFD and also in Jet Force Gemini. Although we have a HLE of it (thanks to JoshW), it seems there hasn’t been any further research on that.
The effect of that filter can be heard in CBFD's RockSolid or in JFG's Spacestation (as wind effect at about 1:10).
From a listening it sounds like a band pass filter is used. Converting the N64 cseq format using Subdrags N64 MIDI Tool, one can see that the filter is controlled via MIDI CC33 and 34. CC34 controls the filter's center frequency, while CC33 seems to influence the filters passband width.
With SoundFont2 modulators being able to be mapped from any MIDI CC to any destination sound generator, I modified fluidsynth to implement an IIR bandpass filter, intending to reproduce the tunes as close as possible. Sourcecode to be found here.
Use this command to try yourself:
fluidsynth -F test.wav -o synth.band-pass-filter=yes -o synth.midi-bank-select=mma -o synth.volenv=compliant CBFD.sf2 rocksolid.mid
After many hours of try and error, this is the best render of RockSolid I've got:
https://drive.google.com/open?id=0B7HVOcdsHTi3a0luWXhjcnBEaXM
It turned out that solely using a bandpass filter the hearable passband becomes way too narrow, no matter how I used CC33 for setting the filters Q. Looking at the HLE of that IIR, 3 multiplications are done, while a pure bandpass IIR would only need 2. It's more likely that Rareware cascaded a lowpass and a highpass. After having done this it sounds fine and also works well for JFG. However I'm not sure if my implementation is equivalent to what Rareware did. My reverse engineering skills are limited. Any input on that welcome.
IIR implementation according to Robert Bristow-Johnsons AudioEQ cookbook.
CBFD's SoundFont
JFG's SoundFont
Enjoy.
edited 4:51 AM EDT October 12, 2017
- 3sf format based on CSEQ? by stl1988 at 12:41 AM EDT on October 12, 2017
- We have a 2sf format for Nintendo DS music made out of SSEQ files. But why don't we have a 3sf format based on CSEQ yet? Will we ever be able to listen to sequenced music from 3DS games?
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