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by Splashman at 2:58 PM EST on November 8, 2009
And then there's STRM_BGM_MENU. One strange single file that's surround, but just in 22kHz... wtf

Anyway, with the whole game just being 376MB, they'd have plenty of free space for 44kHz, but I guess their old GameCube DSP format is good enough for them.

Although there are a few examples of BRSTM formats in 44khz, such as Castlevania Judgment, Captain Rainbow or streams from Wii Play and ACCF. It's a mystery what the credentials are for that.

edited 3:02 PM EST November 8, 2009
by nensondubois at 3:10 PM EST on November 8, 2009
I was talking before about actual general Audio CDs and how ridiculous it is that they use 44.1KHz instead of 44.8KHz and how the transition would be messy.

Maybe it's to... Maybe it depends on how the game is setup. I don't really know why either. I'm just throwing ideas.
by JFD62780 at 10:25 PM EST on November 8, 2009
ahem... Don't you mean 48K, and not 44.8K? :P
by hcs at 1:05 AM EST on November 9, 2009
I guess you're right SmartOne, they do have to grab those multichannel files. Even though they could skip the blocks they don't want to read, the most common use case is to mix 'em together.
One of the things I found particularly odd was in Super Paper Mario, there were files with headers that say 44.1 kHz but were actually 22050 Hz for normal speed. I figured that these were the ones that played at 44.1 kHz when sped up 2x, and the value stuck in the header was to trick the streaming code into providing sufficient buffer. But the multichannel files pretty much kill that argument.
Then you have the fact that Super Mario Galaxy and Mario Kart Wii had up to 8 channels of PCM...
by Lunar at 6:03 AM EST on November 9, 2009
SmartOne: oh yeah you're right, i was getting confused with bitdepth, my apologies. 44.1KHz does cover the full audible range of frequencies (up to 22.05KHz IIRC.) Not really sure what the advantage is of having higher sampling rates.
by jurassicPieter at 6:45 AM EST on November 9, 2009
I got a question. How do most people figure out whether raw audio data is 22050hz stereo or 44100hz mono. I had this a lot with old games that used streamed raw pcm data.
by Franpa at 7:22 AM EST on November 9, 2009
[quote]SmartOne: oh yeah you're right, i was getting confused with bitdepth, my apologies. 44.1KHz does cover the full audible range of frequencies (up to 22.05KHz IIRC.) Not really sure what the advantage is of having higher sampling rates.[/quote]
Just because you can't hear anything above 22,050hz doesn't mean it doesn't affect your perception.

Remember subliminal messaging anyone? something you can't hear yet affects what is percieved.
by marcusss at 11:30 AM EST on November 14, 2009
Hey just curious if there is any way to get the music from Burnout 1 and 2 working as I tried alot but yeah no luck

Burnout 1 uses ULW files

3MB-Sample

Burnout 2 uses RWS files
28MB Sample



Would be great to hear them as they have pretty good music :)

I attached some small sample files for both



Thanks

Marcus
by agu fungus at 1:15 PM EST on November 21, 2009
New Super Mario Bros. Wii rerelease, now with split tracks (yes, none of them are surround as you may have thought).

New Super Mario Bros Wii (2009)(Nintendo)[WII][Nintendo DSP][BRSTM]
by Mouser X at 1:39 PM EST on November 21, 2009
The problem with your set, is that it's not in the same form as it is in the game. In other words, sure, I can understand why you wanted to split it, but the goal of this "project" is to rip the data as close to the original data as possible. By splitting it (although making it more usable), you are in fact altering the data to something other than what the original data is.

Personally, I say do whatever you want, no big deal. The thing is, I very heavily strongly doubt this will make it into the "official" collection, because it's different than the in-game data. I appreciate your efforts, but those who are actually "in charge" do have specific things in mind when it comes to ripping games. Thus, any alterations to the original data are seriously frowned on, unless there's no other way to get the files to be usable (and usually, they'll at least attempt to get it to work in VGMstream first, before pursuing other routes).

In other words, thanks for your efforts. I have no doubt that what you've done is useful, and appreciated. But, due to the fact that it's different from the original data (you split the BRSTMs), I doubt it will be labeled as "official" in the Streamed VGM Database. Just saying.

Last, since I don't yet have the game (and therefore haven't attempted to rip it myself), and haven't listened to the rip that was posted earlier, I would like to say "Oops, sorry about that" in case I misunderstood what you've done here. Since I haven't looked at the actual in-game data myself, I don't actually know how it's arranged. Thus, it is possible that what you've done here is perfectly acceptable to the strict "rules" of stream rips. If so, sorry about that.

Anyway, thanks for your efforts. I might grab it (over the previously uploaded set). Mouser X over and out.

edited 1:41 PM EST November 21, 2009

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