Previous Page

by ArcticJaguar725 at 5:17 PM EDT on April 12, 2021
I can attempt to explain phase inversion briefly. First, you'll want to import both tracks into your DAW. (I personally use/recommend Audacity for this in particular, as it satisfactorily meets my needs for zoomed audio visualization.) From here, try to line up the two waveforms horizontally as precisely as possible with each other (this pretty much needs to be sample perfect to yield good results). If the two are matches, this process should be even easier to do. Here's an example visually what I mean:

Once your two waveforms are lined up, you'll need to highlight the entire second waveform and navigate to Effect->Invert. From here, you should be able to check how well the phase inversion worked through playback. To properly visualize the difference, you'll want to select everything (Ctrl+A) and navigate to Tracks->Mix->Mix and Render to New Track (or just Ctrl+Shift+M) to generate a new waveform that you can inspect visually.

Make sure when inspecting differences through phase inversion to zoom in vertically on the resulting waveform, as the reverb differences may not be very visible even if present. If the two waveforms match, you shouldn't see much more than small bits of noise at full zoom.

Here's an example of a match:

EDIT: I should note also that there is at least one instrument in my experience (I think the vibraphone) that does not produce a matching output between dvdroot and game dumps. I don't know if this is because these dumps are coming from two different versions of Dolphin or something else, but the difference should be minute enough that you can probably ignore it for compiling game rips. Heck, if you were trying to phase invert the City Midnight Theme, it might not match at all since the entire thing is basically vibraphone.

edited 5:39 PM EDT April 12, 2021
by Chubby_Bub at 7:36 PM EDT on April 12, 2021
This time it worked, I was using Audacity to invert but I had trimmed the audio from a very long Dolphin dump in FL Studio, which changed the exported version. When I imported it straight into Audacity and trimmed it, it worked perfectly.

This tells me that the city themes most likely all use the same reverb parameters (although I will have to investigate the vibraphone issue), and next I will check some indoor shop themes. I get the feeling they all use the reverb but I want to make sure. Thanks once again for your help.
by Chubby_Bub at 8:55 PM EDT on April 12, 2021
Well, I just found that the Marquee uses reverb, but Nook's Cranny does not. Which makes it a bit more complicated...

Edit: actually the Marquee doesn't. so I suspect, but am not sure, that indoor themes do not use reverb.

edited 8:58 PM EDT April 12, 2021
by ArcticJaguar725 at 10:12 PM EDT on April 12, 2021
I haven't investigated too far into indoor tracks, though I do think I remember Nook's Cranny having no reverb from my testing, so that sounds right to me. I also believe some of the tutorial themes had no reverb as well, though I haven't checked all of them to be sure.
The line-in recording I made many years ago by jurassicPieter at 8:55 AM EDT on May 8, 2021
I guess I missed the question asked in march about the recording I made many years ago.

They were all recorded in-game and manually edited to get proper looping points.
A line in recording is by connecting the wii audio cables with a few conversion cables to your line-in input of your soundcard on your pc. The higher quality the soundcard, the less noise you have (cheap soundcards interfere the cables and produce noise) I did record silence and did get some noise which I removed with sound editing afterwards.

I had a different recording method that uses a modified Final Fantasy Crystal Chronicles Life as a King to make recordings for some of the Wii channels back then, but that method could only be used with brsar's that did not have streaming so I could not use it for Animal Crossing. Since the reverb was in the lua-script of that game I could control the reverb with that method (and it confirms brsar does not contain reverb information). If we ever get a wii gsf/2sf like format it would be easy to use that game to make a generic brsar player
by lunarigloo at 12:04 PM EDT on June 18, 2021

Hi! I've been a long time listener and admirer since I first found your rips back in 2011, so firstly a big thankyou for your work. Anyway, I'm attempting to put together a sort of archive of rips at the moment and I was wondering if you might possibly be able to upload some of your rips in FLAC? Also, some of the uploads were missing parts or perhaps those parts were deleted (eg Brawl and Wii Music) so would it be possible for you to upload those as well?

I understand that you're busy these days and probably too busy to go through the process of uploading to a file host, but perhaps some of the more painless alternatives that you can set and forget (eg soulseek and the like) would be alright? If you're able and you'd like to get in touch, you can email me at ^my username above^ at proton mail dott com.


(Sorry for hijacking the thread, but I wasn't sure where else I could ask you.)
by Chubby_Bub at 1:36 AM EDT on August 8, 2021
So, I've begun to record the hourly themes with reverb. I'm also recording tracks in game to see if they have reverb or not. But I have a few questions for you once again, ArcticJaguar725:

Firstly, how would you recommend trimming the beginnings and loop points of the tracks down to the sample, as you did? Perhaps the MIDIs would come in handy for reference... I'm also considering making BRSTMs like you did, again I'm not sure how. Lastly, it seems that your rips all are slightly more amplified compared to anything I dump from the game itself or the sound player. It's not really a big deal but I wanted to save myself some work for the tracks that you've already dumped without reverb, and I don't know if it's too much of an inconsistency or the reason for it. Thanks!

Edit: Oh, another thing I realized is the DSP engine used to dump these. Do you know which you used? Apparently LLE Interpreter is the most "accurate"— this slows down the game significantly, but it's not much of a problem with the bare-bones sound player. This could also account for the difference you heard in the night city theme, maybe? I don't know how much this affects the accuracy of sound in ACCF, but I do know it can depend on the game; I determined (via phase inversion) that any of Dolphin's DSP engines function the same for GC Animal Crossing, and it didn't affect the emulation speed.

edited 1:40 AM EDT August 8, 2021

Previous Page
Go to Page 0 1 2 3

Search this thread

Show all threads

Reply to this thread:

User Name Tags:

bold: [b]bold[/b]
italics: [i]italics[/i]
emphasis: [em]emphasis[/em]
underline: [u]underline[/u]
small: [small]small[/small]
Link: [url=]Link[/url]


HCS Forum Index
Halley's Comet Software
forum source