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- by RebeccaSugar at 2:59 PM EST on December 11, 2014
- You /are/ the looping guy after all!
Do you guys know the order of the tracks? I don't have the privilege of playing the game or owning a Wii U so I'm pretty much lost, other than the YouTube videos but that doesn't help much because of the dumb commentary...
also, will "Stm_Kp_bgm_Pdoremi" be able to play with a conversion in vgmstream? It doesn't seem to want to play on foobar....
- by soneek at 3:28 PM EST on December 11, 2014
- There will be a foobar2000 vgmstream update later. I screwed up a while ago and hadn't noticed the different header size for some bfstms.
- by RebeccaSugar at 3:34 PM EST on December 11, 2014
- Hold on soneek, I just converted it. It's a 12 channel file. My fault.
- by Segtendo at 4:19 PM EST on December 11, 2014
- As I believe soneek said, Winamp can't play files with more than four channels.
- by soneek at 4:41 PM EST on December 11, 2014
- It depends on your audio card. I was able to play 8 channel audio at school. The test.exe can decode any channel count though, as RebeccaSugar figured out.
- by starerik at 7:53 PM EST on December 11, 2014
- @RebeccaSugar: It's not hard relooping these files since the loop points are available if you view the file info, at least in Winamp but should be possible in foobar as well.
- by MurraySkull at 12:15 AM EST on December 12, 2014
- Thanks for Captain Toad: Treasure Tracker! I am surprised, however, that it seems that Captain Toad has been dumped, yet not Super Smash Bros. U.
- by alexbip15 at 5:36 AM EST on December 12, 2014
- that's interesting though since according to abgx there is no scene rls yet (for CT: TT)
- by RebeccaSugar at 2:15 PM EST on December 12, 2014
Here's the 12-channel "Stm_Kp_bgm_Pdoremi" file that I split into 10 mono segments so you don't have to do it yourself. ('Congratulations' is left-right)
It is in .wav
That makes a whole heap of sense, no wonder he's fast! I've usually tried doing loops manually, it was horrible seeing as it was for line-ins.
edited 7:54 PM EST December 12, 2014
- by TheUltimateKoopa at 4:32 AM EST on December 13, 2014
- By "he", you mean me, right? The reason I'm "fast", is because with streamed audio with loop points, all you really need to do is just convert the stream, which literally takes about 30 seconds on average (the longer the tune, the longer the conversion, etc), short jingles can take as short as well.... more than one per second.
However, a lot of the time, they will need to be adjusted for volume. But then, all that requires, is to convert to WAV, amplify, and stuff, then save the WAV, and convert to BRSTM, using the original loop points. (This can either be done semi-automatically, using brstmmake_pause (which converts to WAV, allows you to edit the WAV (i.e. volume, etc), then when you've finished, just resume converting. Loop points are automatically converted from the original stream, OR, you can convert the BFSTM to WAV, edit in Audacity, then create the BRSTM manually, using the original loop points).
Oh and, I don't care what the source is... if there are ANY BRSTMs of any Wii U games, like Captain Toad: Treasure Tracker, with a sample rate of 44100 Hz, I will reject them. Smooth loop or not. I'm only accepting conversions from the BFSTMs. The reason being, I can't be bothered to check to see if the loop is smooth. If you use teh BFSTM, then the loop should be good. I'm talking to you, mariofan12ify.
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