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- by ArcticJaguar725 at 8:36 PM EDT on August 31, 2017
- Regarding the LOGG loop points, I should note that foobar2000 doesn't like adding properties unless it is opened under the default OGG extension. In addition, I've found that setting an end loop point doesn't seem to work, so you have to build off the very end of the file. What I've tried is lining up the audio in an editor as close as I possibly can (in most cases, it's possible to line it up perfectly) and then picking out a starting loop point that way. Granted, the loops themselves might not seem perfect, but they're probably going to be good enough to tolerate, plus they'll likely be equivalent to the actual loop points that were used if you do it that way.
- by soneek at 8:51 PM EDT on August 31, 2017
- You don't set the end loop point. Here's an example that vgmstream will generate for encoding a looping OGG.
oggenc "dump.wav" -c LOOPSTART=3146112 -c LOOPLENGTH=3407616
You need the LOOPSTART comment, and LOOPLENGTH. So loopend - loopstart will give you what you need to make a looping OGG.
- by Vector Harbor at 9:07 PM EDT on August 31, 2017
- Ok, I got it.
So here Green Hill Zone, act 2 (.logg) :
Green Hill Zone, act 2
I set the loop point as you guys said.
edited 9:07 PM EDT August 31, 2017
- by soneek at 9:37 PM EDT on August 31, 2017
- Here's one I added the comments for.
Ruby Illusions logg example
Btw, I just found where loop points are, in Stages\stagename\Scene?.bin. I'll release an LOGG set soon.
Edit: Here's everything with the loop points from the game data, with the exception of BlueSpheresSPD. I didn't find the loop start for that anywhere in the files, so that one is manually looped.
Sonic Mania LOGG
edited 1:15 AM EDT September 1, 2017
- by TheUltimateKoopa at 11:16 AM EDT on September 1, 2017
- As I said in another dimension, both Flying Battery and both Chemical Plant loggs have wrong loops (neither should start at 0, and CPZ loops way, way, way too early).
- by Vector Harbor at 1:40 PM EDT on September 1, 2017
- Ok, so here my custom set of sonic mania (logg & ogg) :
[Logg & Ogg] Sonic Mania
I set pretty much all the loop point by myself expect the final boss, the hard boiled heavies and the speed up version of the blue spheres stage.
Also i would like to suggest to replace the ogg rip with this brand new one since it has loop point in it. It will be better for anyone.
Side note :
- 21 Hydrocity Zone, Act 1.ogg
- 20 Stardust Speedway Zone, Act 2.ogg
These 2 one don't need to be in logg file since the loop point is at the start.
edited 1:40 PM EDT September 1, 2017
edited 1:27 PM EDT September 2, 2017
- Loop points by JeffMakesGames at 6:55 AM EDT on September 2, 2017
- Hello. New here.
Yeah, when I got the OGG music from Sonic Mania a few days ago, I went in and did my own loop points as well. Especially the speed up version of the blue spheres stage.
Just knowing how many samples long the loop is, and how long the original ogg file is, and it's pretty easy to find it.
Having to run around in circles on the blue spheres stage for about 4 minutes to record the audio was rough to compare it to the ogg.
I looked at the logg files posted here and some of them seem slightly off, so I decided to post my loop point list. Hope it helps.
Loop points
edited 6:56 AM EDT September 2, 2017
- by Vector Harbor at 9:37 AM EDT on September 2, 2017
- off ? But that's how music loop.
- by soneek at 11:11 AM EDT on September 2, 2017
- It was brought to my attention that the logg files for CPZ, FBZ, and Hydrocity ACt 2 in what I uploaded don't loop properly. The proper LOOPSTART and LOOPLENGTH comments are in the files, but it looks like the LOOPSTART comments had some dummy unicode bytes in there for some reason that screwed things up for vgmstream. My bad.
It's the same link as further up, but I re-uploaded the LOGG set. As I said, every loop start used is from the game's code in what I uploaded, with the exception of BlueSpheresSPD. I've updated them to only use LOOPSTART, and it seems okay now. It was probably broken for me on CPZ because of the Unicode characters before.
Sonic Mania extracted loop starts
@Vector, you were off with the following 3 songs when it comes to seamless loops:
Mirage Saloon Zone, Act 1 ST,
Lava Reef Zone, Act 1, <- Not as obvious, but drags a little at the loop point.
Egg Reverie Boss.
Note that the game uses the entirety of the files as well, and then jumps back to the loop start. Keep it in mind if you're going to be doing music mods for Sonic Mania, CD, 1 or 2 using the Retro Engine.
@Jeff are those loop points you found all manual? They're pretty spot on with what's hardcoded into the game.
edited 11:31 AM EDT September 2, 2017
- Indeed by JeffMakesGames at 1:30 PM EDT on September 2, 2017
- @soneek Yep, I did that all manually. It was fun that way. I am not able to look at the code of the game.
I went about it by simply recording the music while in the game. Mainly from the D.A. Garden music test. From there, I just recorded the music until I got a loop recorded. Then I edited that recording into a basic loop, measured its sample length, and subtracted it from the OGG file sample length. The result being the loop point.
And for the time stamps for the loop starts, I simply divided the loop point by the sample rate of the OGG.
Green Hill Zone - Act 1
(776160 samples / 44100hz = Around 17.600 seconds)
Did I mention I like audio editing? I like audio editing.
edited 1:37 PM EDT September 2, 2017
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