Help finding spc loop points by 47iscool at 7:35 PM EST on February 18, 2016
Is there a tool that exists that will tell you the loop start and end?

You know, sort of like vgmstream's properties dialog in foobar2k?
by TheUltimateKoopa at 7:52 PM EST on February 18, 2016
Not really.

Not even using VGMTrans to get MIDI sequences would actually work, if you were to be specific.

Take Hot-Head Hop from Donkey Kong Country 2 for example.

The MIDI sequence shows a length of 1:52. However, the length of the MIDI does not take into account MIDI effects that are added during the song to channels, which are not reset. In this example, listen to the cymbals at the beginning. This same channel is also used for other instruments during different parts of the song. At one point, an echo effect is added. This however, is never reset, so after the loop, the cymbals sound like they are being played twice.

https://www.youtube.com/watch?v=QHfuRuRqcTY

Another example also from DKC2. Mining Melancholy. One of the many channels that play a rhythm of metallic clinging (the one that has the simple sound of CLING cling CLANG clang, in quavers) is also used for the low-pitched string-pad type sound at the end. This instrument is not reset at the loop point, so, if you listen carefully, instead of hearing that particular cling clang sound, you instead hear a series of short low-pitched humming sounds... when mixed with the rest of the tune, it sounds more like "wom".
https://www.youtube.com/watch?v=BkRvgb27xnU

The DKC series is full of this.

In short, the sequences only really tell the length, purely based on notes... and do not take events into account, if the start point of the sequence is AFTER certain events, which leads to instruments not being reset to what they should be, echoes being added and not removed, etc.

edited 7:53 PM EST February 18, 2016

edited 7:54 PM EST February 18, 2016

edited 7:55 PM EST February 18, 2016
by hcs at 9:17 PM EST on February 18, 2016
If you find a .spc with an extended ID666 tag, it can have loop info, this shows up in the Extended tab in SNESamp and I think it should be in the "other" properties in fb2k.

I don't know how common those tags are, though.

edited 9:42 PM EST February 18, 2016
by 47iscool at 12:04 PM EST on February 28, 2016
Okay then, I'll just have to do it manually. Thanks for the tips.

By the way, if you're looking for a good tool to find loops I suggest brawlbox. It can encode brstm but I just use it for loop finding.

I prefer ADX since it's third party and more widespread.
by Kurausukun at 5:32 PM EST on February 28, 2016
You don't need to use BrawlBox to find loop points. If you have vgmstream for foobar, you can just right click, go to properties, open the properties tag, and scroll to the bottom for loop points.
by 47iscool at 11:47 AM EST on March 4, 2016
I know about vgmstreams' loop data in the other tab but, does it play spc's?
by TheUltimateKoopa at 12:57 PM EST on March 4, 2016
Are the loop points in the extended ID666 tags even accurate? For example does Hot-Head Hop have a loop point between around 1:45 (start) and 3:31 (end) or near enough?
by hcs at 2:52 PM EST on March 4, 2016
There's nothing about the file format that forces the loop tags to be accurate, any more than it forces the title to be accurate. So, no, in general. For particular sets, who knows?

@Kurasukun:
I think the point about BrawlBox might have been that you can fiddle with the loop points interactively when trying to loop a file without explicit loop points (like a recording of an SPC), which you can then use in other ways (like adding a loop to an ADX) once you find it.

edited 2:54 PM EST March 4, 2016

edited 4:18 PM EST March 4, 2016
by 47iscool at 12:00 PM EST on March 7, 2016
@hcs

That's a better explanation, thanks.
by 47iscool at 2:02 AM EDT on March 17, 2016
The info in the "other" tab is not the same thing as loop samples.

So I will probably have to do it manually.


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