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by kode54 at 11:27 PM EDT on July 7, 2016
"Loop legal" SoundFonts should not mess up the pitch of samples at all. You don't need to change the loop offsets at all. Well, not much.

If the rules call for padding the start so that the loop start offset is at 16 or higher:

Pad the start of the sample data for (16 - original loop start) samples. Pad with silence. Add this count to the loop start, loop end, and total sample count.

I know the rules do call for having at least 8-16 samples after the loop end point, so:

Pad the end of the sample data with up to 16 samples. You'll want to truncate the entire sample to the loop end, then fill the end with as many repetitions of the loop data, starting at the loop start, as it takes to produce 16 samples.


Neither of these should result in audible differences to the loop. Of course, the padding should fix it on hardware and certain software synthesizers.
by jimbo1qaz at 1:21 PM EDT on July 8, 2016
"The eight data points (four on each side) surrounding the two equivalent loop points should also be forced to be identical. By forcing the data to be identical, all interpolation algorithms are guaranteed to properly reproduce an artifact-free loop."

(sf2 spec v2.4)

So can't you just copy 8 samples from loop begin to the sample end, then delay loopStart and loopEnd by 4 samples?
by kode54 at 8:39 PM EDT on July 8, 2016
Copy eight samples from loop start to just past loop end, then push the loop points forward by four points. Not too difficult.
by psy_commando at 9:04 PM EDT on July 8, 2016
@AnonRunzes: I made a little progress. But not much at all. I've been experimenting with pitch values a bit, and I burned myself out. So I moved onto working on the PMD2 script engine since we were making loads of progress on that. I didn't give up on it though. I'm just waiting on having an actual idea on how to figure that out ^^;
And I'm probably going to do a rewrite eventually, considering things are much different than what I thought they were when I started on that utility. And with all the patching over, its hard to read or maintain.

@kode54: Thanks for the tip! I since then completely removed all padding besides the obligatory 48 zeros after a sample, and things have been going smoothly. It helped making looped samples sound a bit better.
But yeah, it didn't fix the pitch.

I'm pretty sure its something I'm missing because of my inexperience with NDS audio and audio in general. I just can't seem to get the expected pitch for the samples using the values in the sound files, and I'm not familiar with how pitch shifting is done on the NDS.

Anyways. While I'm taking a break, if anyone wants to investigate on their own, I'm willing to help out in any ways I can! Any findings someone would make would be really useful.

by kode54 at 9:21 PM EDT on July 8, 2016
I'd like to look at some of the samples you've managed to loop. Maybe I can figure something out?
by psy_commando at 4:48 AM EDT on July 9, 2016
@kode54: Sounds good! What would you need in particular though? I can rip the samples from the soundfont the tool makes, or I can just dump the samples on their own, with cue points to mark the loop points. Or, would you rather have the full soundfont?
Also, I can get you some of the samples entries from the DSE sound files if you want to compare!
by AnonRunzes at 6:07 PM EDT on July 9, 2016
"Also, I can get you some of the samples entries from the DSE sound files if you want to compare!"
Well, I'm pretty sure I posted a few samples on this thread, but I think it's your turn now. Feel free to post it.
by psy_commando at 11:02 PM EDT on July 10, 2016
@AnonRunzes: What I meant by "sample entries" was the data from the sample split info in the swd. That contains envelope info, pitch info, keygroup info and etc..

And I think what kode54 was asking for is the samples or maybe sf2 that came out from converting them?

@kode54: So, I just got you all 3 ways I can get you the samples, and I put a few sample midis where the problem is very obvious: [url]https://app.box.com/s/nfmhgu0chyi2jxghpntrpv7n01pwy2v1[/url]
They should work with either of the soundfonts below.

Here's the baked samples as a soundfont, aka looped with the volume envelope processed into it, then placed into the soundfont:
[url]https://app.box.com/s/s5s36hakv93dm7cnhhyrey0u1x4e1hzq[/url]

Here's the samples in a soundfont, but the envelope isn't faked, its using the envelope generators from the sounfont :
[url]https://app.box.com/s/bkjwu0ozmah3lcyx28iw983d469vmpa3[/url]

And here are the raw samples as wav files. The loop points are stored as cue points in the files:
[url]https://app.box.com/s/2tk5io6g9gfbrdbp6a6af6g5upeplzo0[/url]



by psy_commando at 6:01 PM EST on November 23, 2017
Just a little dredge to say I'm still looking for help with this if anyone is interested. Most of the format is figured out (Besides some metadata some events, pitch stuff and synth parameters), I just know nothing about signal processing, and what's left to figure out is mostly volume, pitch and dsp effects related really.

Its been a while since I touched any of this, but I can provide example source code and extensive documentation on the format if needed.
Soma Bringer by notveryhelpful at 12:28 AM EST on December 4, 2017
Have you tried anything with Soma Bringer for DS? It's been mentioned on this forum many times. The PS2 games Xenosaga Episode I and Tsugunai: Atonement might also have a similar driver from what I've read here. There's a somewhat recent thread with some Soma Bringer information here: https://www.hcs64.com/mboard/forum.php?showthread=51612

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