So, about Turok 2: Seeds of Evil (N64) soundtrack. by TheUltimateKoopa at 2:49 PM EDT on August 25, 2010
Has anyone ever actually managed to successfully time these songs? The "Oblivion" music (the one that starts of with some timpanis, and consists of very slow droney notes of complete random chords (there's hardly any particular melody, it's just... really weird), you'll know what I mean), well anyway, I have no idea how freaking long it is, but put it this way, there's a part with a long string note that plays, then a gong sound just as the strings stop playing, then a couple of seconds of silence, then another gong sound, and some more tune. And that's only 45 freaking minutes into the tune. I even got to 90 minutes, and freaking heck, where is that gong piece again? Is this some freaking 3 hour long loop or something?
I'll try 5 hours to see if there's ANY sign of a loop after that. If moosehunter sees this, I can almost guarantee, this single song will take up probably well over 50% of all other existing BRSTMs on your site. I know it'll take a period of time measured in possibly hours to upload. If I even find a loop that is. Like I said at Smash World, it has to have a loop, because if it didn't then well ... that wouldn't make sense, since, if there wasn't a loop and it literally as infinite, then it... hasn't been finished. If it doesn't have a loop, it'd at least end suddenly, but if it didn't have a loop, but kept going for ever without looping, then the game would be "infinitely delayed" <_<.
The point in this topic, BTW, is basically to ask if anyone has had any luck finding a loop point for Oblivion (or any other Turok 2 songs)? I think I'm able to do most Boss themes (as they are only 1 - 2 minutes long), as well as the River of Souls, Primagen's Lightship and Port of Adia, and maybe a couple of others, but some of them I seriously cannot find where the loop starts (let along ends).
In Ocarina of Time, the Hyrule Field music doesn't loop, nor does it end. It's "randomly" generated, creating the song using various 13 second clips. The reason it's identical every time you listen to it is because you're running it on an emulator, and the emulator starts the random seed the same way every time (if you play the USF in a different emulator, the song will be different). Ugetab ( :( ) posted a message about hyrule field, explaining why it's "special" awhile back (this would almost certainly have been in the thread he created, regarding when he reripped OoT and MM). Perhaps Turok is the same? Perhaps the song doesn't loop, and is in fact "randomly" generated? This is another specialty of sequenced formats, that streamed formats have a really hard time reproducing.
The other problem is that it is an emulated format. 64th Note has known bugs in it, and no known fix. Perhaps Turok is experiencing those bugs when you listen to it, thus making the song different than it should be. Basically, there are some songs (Hyrule Field for example) that simply can't be timed "correctly", no matter how you look at it, since it has no loop point or end point. If that's true for Zelda, then the possibility exists that it's true for Turok as well. Mouser X over and out.
Actually it seems in the case of Turok 2's Oblivion, there is multiple loop points at once. That is, the timpani, gongs, drums, and other instruments may have different loop points. I listened to a part at just over 4 hours into the song, and there were timpanis that had exactly the same "tune" as the beginning of the piece, but there were other parts. It's like a lot of the Game Boy Camera music.
Also, there IS a way of looping the Hyrule Field music, and that is, to get all the seperate 14-second parts (and the 28-second intro, including the Morning Theme or whatever it's called), and putting them in the same order as on the official soundtrack.
Well for the purposes of brawlcustommusic, that is, not the USF set. As for Oblivion, I just did an End to Start loop at a point that fit well, unfortunately it's over 4 hours long, but ... well, that's the shortest I could get it.
Well yeah, of course based on the fact that any number of whole... numbers has a "lowest common multiple", there will be a point where ALL the different parts start over at the same time. For example, let's say there's 4 parts: Part 1 has a loop of 50 seconds Part 2 has a loop of 45 seconds Part 3 has a loop of 1 minute + 10 seconds (70) Part 4 has a loop of 30 seconds
The lowest common multiple of 50, 45, 70 AND 30 is 3150 seconds, therefore, the full loop of that would technically be exactly 52 minutes, 30 seconds. Because of many of this type of thing in the Game Boy Camera soundtrack, the full loop of a lot of those songs could be at that kind of length when all multiple parts loop around to begin at the same time. For the purposes of making a looping BRSTM of any such GBCam song, what I would do would be to convert a WAV file of each channel playing individually, then simply find the precise length of each channels loop down to the nearest sample, as even one sample could add up to some bad desynching <_<, and then, like above, work out the LCM of all the lengths, and there you go. I'd also have to take into account the very short silence at the beginning, but that shouldn't be a problem.
I got this comment on my youtube channel just about 4 days ago-
"Duuuuuude... Y'know what would be totally awesome? "Turok 2: Seeds of Evil" music recorded directly from the N64, if you've figured a way to do that. Game's got some incredible tunes, and all of the MP3s and USFs I've found don't include the full durations for some of the tunes. The first level's song is always faded out just as the really amazing part of the song starts, like eight or ten minutes in, ha. I guess whoever recorded them thought the song began looping from that point... Lame."
Wouldn't happen to be one of you guys, would it? ;) Admittedly I've done zero research on this so far, nor do I have a rig to sample N64 music from hardware. However, I find it interesting because it seems to mention a track that fades out as it's getting good. Is this the aforementioned "Oblivion" track, or are there other (additional) timing issues with the USF set as well?
Thanks for the PC tracks, but it seems that cut off is at 16khz meaning that the output was at 32khz. I'm unsure why the flacs are at 44khz. Just a heads up to anyone that might want to download.
The Turoks on PC use red book audio so they're stored as 44KHZ. For completeness here's the first one though IMO the N64 sounds better. Turok No water music here either.
I have no idea what bucky's talking about (or the person who posted the comment in one of his videos).
The first stage is "Port of Adia", which has a length of about 5:18 before looping from about 0:32, i.e. with a loop length of 4:46
Other lengths I can confirm are River of Souls (5:05 total, 4:20 loop), Death Marshes (10:33 total, 8:13 loop), and Primagen's Lightship (5:56 total, 4:52 loop)