Super Mario Galaxy Soundfonts by Kurausukun at 11:06 PM EDT on May 25, 2014
I have here all the instruments (I think) ripped from Galaxy in .wav format and a bunch of .bnk files as well. My request is that someone take these and create soundfonts for the accompanying sequences for the two Megaleg boss themes and the Bowser boss theme so I can mix it with the streams and get the correct-sounding musics for them.

http://www.mediafire.com/download/424bo33mofi0lle/converted.zip
by TheUltimateKoopa at 10:58 PM EDT on May 26, 2014
Also, one thing I really can't stand when people make soundfonts, is when they don't even bother including any ADSR data. There's nothing more awkward than hearing a piano noise that constantly sounds and never fades.
by rubberfacefruit at 11:32 PM EDT on May 26, 2014
does anyone know what the correct loop points are.
by Benjamin at 4:20 AM EDT on May 27, 2014
I know where they are but that'd be difficult to explain. (I already had a hard time explaining where the loop parts are for PMTTYD's sound effects) The loop end is not the end of the sample that you get from wsyster though.
by Kurausukun at 6:12 PM EDT on May 27, 2014
The two main problems for me are:
1. I have no idea what the loop points are
2. Even if I did, I have no idea how to build a soundfont.
by AceK at 5:18 AM EDT on May 30, 2014
I haven't felt that building a soundfont is too difficult. However, I would prefer specific information regarding ADSR, along with loop points. I didn't take a look inside yet, but I'm also hoping there aren't a section of the same instrument in different pitches. I did messed around with multiple pitches of the same instruments in the past, however, there is no telling if the tones are set specifically different in certain root keys. It may not be perfectly correct if a soundfont channel was built based on hearing and trial and error to fix that proper instrument.

edited 5:19 AM EDT May 30, 2014
by dj4uk6cjm at 9:38 PM EDT on June 3, 2014
That's interesting how super mario galaxy has nearly half the samples super mario galaxy 2 has, I see you used the same Z2sound method I used for smg2 btw. I forgot what are bnk's? Instrument information? Some might not think it's important but I definitely think they need decoding too.
by koopatroop at 6:03 AM EDT on June 10, 2014
How to explore (or maybe extract?) the bnk files?
by Kurausukun at 9:52 PM EDT on June 10, 2014
That's probably what we're trying to figure out...
by dj4uk6cjm at 6:10 PM EDT on June 13, 2014
I think what we need is something like this http://jplay.codeplex.com/ to load the bms and wav rips from the same folder except with actions to either output a sf2, dls or looped samples for that song or output the wavs files all together from the soundtrack (bms's + wavs) with the ADSR data and information needed to a sf2 into a new folder of course. Would be perfect!!!

Ripping and listening to GC/WII instruments myself I can say that about half of them are duplicates, so if the software could automatically detect and block out the duplicates and map only the main instruments and percussions it would again be perfect

Also a dls format is good for the people who want to fiddle with the original sound in fl studio

Too bad Yuuto stopped working on this...we need something like this.


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