Sonic Mania Early Leak by RebeccaSugar at 7:49 PM EDT on August 10, 2017
So, Mark, the glorious bastard, Board Owner of 8chan's /v/, leaked footage of Sonic Mania early, and I wanted to know if anyone here with datamining sources can contact him to extract music from the game. The whole skadoosh. 5 days early, wowie.
So now that the pc version got delayed which was our only way to get it. I want to praise someone that is real kind and give us the switch rip, our only chance is here. please...PLEASE PLEASE ! This is the last chance to have the music. Other console such as the Xbox one & PS4 haven't been crack yet. I'm so gonna praise for this one, we need a miracle and i believe in that thing. pretty please ?
Yes! Everyone come to his twitter and ask him, he's a pretty trusty guy, so if you can get his contact quick, the better. If you have twitter, tag these people along with mark and explain that you want a rip. Then they can come to an agreement on something.
the /pol/ and /leftypol/ moderators are the ones you can't trust, they're erratic and unstable, but mark has been pretty chill from what I've personally seen. He's also good under pressure, lax dude all around really.
Though, a certain R.O.B thread, does break the rules....and mark gets furious when told so... He also has a hard time deciding what threads are made to bait people, and which aren't. Though, that's more of an insight problem than trust.
Only time will tell. I'm stoked for the game's music as well, but I think I'd wait for the PC version to rip them. It'd be easier to access. Not everyone has access to ripping Switch games.
Lol, we're better off waiting for the PC version to come out at the end of the month. Also, from my understanding, the switch version is a digital download only so that right there means there's a lower chance of it being ripped (for now). The Splatoon 2 TestFire rip was only possible out of a one time generosity from those (see above) that RE'd the switch's OS and its functions. One day though.
@starly396 Unfortunately the most likely low quality audio from a gamerip will still trump the vinyl since it's not a complete soundtrack. "The Sonic Mania LP features 16 new tracks selected by composer Tee Lopes" -from data discs' site.
Definitely gonna be waiting for the PC version. There's no Switch exploit on the latest firmware yet, and you need to be updated to access the eShop. Sonic Mania is digital only, so it doesn't work in our favor.
@bxaimc I do expect horribly low quality vorbis like Sonic CD, I meant it would trump the vinyl due to it being more complete. The 16 track limit is less then half the music in the game. Fingers crossed for a complete CD/flac digital OST.
@Knurek Songs have FM synths mixed in with sampled instruments to give a retro 90s vibe but its definitely streamed. Filesizes don't bode well in terms of asset quality. (PS4 = 199MB, X1 = 108MB and Switch = 186MB) I'm sure the FMVs like the game's opening, ending for each characters take a large chunk if not most of that space.
I don't get why some people still swear by vinyl records; they didn't lose popularity because we just got bored, they lost popularity because we developed completely and obviously superior technology.
I'm assuming the vinyl versions will be long enough to loop.
Lights, Camera, Action! loops at about 1:45, and the vinyl version is 3:07, and listening to Stream Zone Act 1, I'm going to assume he's going to do a "two loops + ending" thing: https://www.youtube.com/watch?v=DJnwdMygBZs
If he doesn't, then as long as the tracks are at least the following lengths, we'll be able to loop them:
Discovery = 0:16 (not looped) Wildstyle Pistolero = 1:13 Tabloid Jargon = 0:56 Danger on the Dance Floor = 0:54 Built to Rule = 1:08 Dimension Heist = 1:15 Ruby Delusions = 1:08 Comfort Zone = 0:29 Prime Time = 0:14 Blossom Haze = 1:04 Rogues Gallery = 1:12 Hi-Spec Robo Go! = 0:54 Skyway Octane = 1:06 Steel Cortex = 1:31 Ruby Illusions = 1:10
These are estimated times that the tracks in question appear to loop once.
by RebeccaSugar at 12:29 PM EDT on August 29, 2017
Yay, encryption! Now we wait for the smarter, capable, determined, superior more intelligent people to crack this wide open and we'll have ourselves a nice little OSV.
Just a side note, unfortunately the music format will be in ogg vorbis (Logg. perhaps ? I don't know) unless they decide to encode the music in wav format but i really doubt of that.
Before leaving the work to you guys, you should take a look at this it maybe helpful for the extracting the file so good luck :
I'll look into finding the loop points tonight after I get home. We could just update the OGG files with the loopstart and looplength comments, and we'll have our LOGG files.
If anyone else can find the loop data in the game's files, make sure to update us here. They were in files in Scripts/Bytecode for Sonic CD, 1, and 2 on the Retro Engine, though from what I hear things are a little different this time.
Thanks, Vector. There's probably one missing track and it's the Egg Reverie Super Sonic Boss theme. Do you mind if you can update the zip archive once you're done?
You mean with pre-existing files? Just rename the extension from ogg to logg. The only purpose of that change is to have vgmstream instead the default ogg decoder get to play the files, only the former knows what to do with the often contained loop info.
As for putting loop points; I know for foobar2000.
Right-Click on the track that's in foobar2000 and go to "Properties". Next, Click on "Tools" then "Add new field...". In "Field name", write "LOOP_START" (Doesn't need to be capital). In "Field value" write the loop samples that's for the track. There you have it.
Regarding the LOGG loop points, I should note that foobar2000 doesn't like adding properties unless it is opened under the default OGG extension. In addition, I've found that setting an end loop point doesn't seem to work, so you have to build off the very end of the file. What I've tried is lining up the audio in an editor as close as I possibly can (in most cases, it's possible to line it up perfectly) and then picking out a starting loop point that way. Granted, the loops themselves might not seem perfect, but they're probably going to be good enough to tolerate, plus they'll likely be equivalent to the actual loop points that were used if you do it that way.
Btw, I just found where loop points are, in Stages\stagename\Scene?.bin. I'll release an LOGG set soon.
Edit: Here's everything with the loop points from the game data, with the exception of BlueSpheresSPD. I didn't find the loop start for that anywhere in the files, so that one is manually looped.
As I said in another dimension, both Flying Battery and both Chemical Plant loggs have wrong loops (neither should start at 0, and CPZ loops way, way, way too early).
by Vector Harbor at 1:40 PM EDT on September 1, 2017
Ok, so here my custom set of sonic mania (logg & ogg) :
These 2 one don't need to be in logg file since the loop point is at the start.
edited 1:40 PM EDT September 1, 2017
edited 1:27 PM EDT September 2, 2017
Loop points by JeffMakesGames at 6:55 AM EDT on September 2, 2017
Hello. New here.
Yeah, when I got the OGG music from Sonic Mania a few days ago, I went in and did my own loop points as well. Especially the speed up version of the blue spheres stage.
Just knowing how many samples long the loop is, and how long the original ogg file is, and it's pretty easy to find it.
Having to run around in circles on the blue spheres stage for about 4 minutes to record the audio was rough to compare it to the ogg.
I looked at the logg files posted here and some of them seem slightly off, so I decided to post my loop point list. Hope it helps.
It was brought to my attention that the logg files for CPZ, FBZ, and Hydrocity ACt 2 in what I uploaded don't loop properly. The proper LOOPSTART and LOOPLENGTH comments are in the files, but it looks like the LOOPSTART comments had some dummy unicode bytes in there for some reason that screwed things up for vgmstream. My bad.
It's the same link as further up, but I re-uploaded the LOGG set. As I said, every loop start used is from the game's code in what I uploaded, with the exception of BlueSpheresSPD. I've updated them to only use LOOPSTART, and it seems okay now. It was probably broken for me on CPZ because of the Unicode characters before.
@Vector, you were off with the following 3 songs when it comes to seamless loops: Mirage Saloon Zone, Act 1 ST, Lava Reef Zone, Act 1, <- Not as obvious, but drags a little at the loop point. Egg Reverie Boss.
Note that the game uses the entirety of the files as well, and then jumps back to the loop start. Keep it in mind if you're going to be doing music mods for Sonic Mania, CD, 1 or 2 using the Retro Engine.
@Jeff are those loop points you found all manual? They're pretty spot on with what's hardcoded into the game.
edited 11:31 AM EDT September 2, 2017
Indeed by JeffMakesGames at 1:30 PM EDT on September 2, 2017
@soneek Yep, I did that all manually. It was fun that way. I am not able to look at the code of the game.
I went about it by simply recording the music while in the game. Mainly from the D.A. Garden music test. From there, I just recorded the music until I got a loop recorded. Then I edited that recording into a basic loop, measured its sample length, and subtracted it from the OGG file sample length. The result being the loop point.
And for the time stamps for the loop starts, I simply divided the loop point by the sample rate of the OGG.
Green Hill Zone - Act 1 (776160 samples / 44100hz = Around 17.600 seconds)
Did I mention I like audio editing? I like audio editing.
edited 1:37 PM EDT September 2, 2017
by Vector Harbor at 1:38 PM EDT on September 2, 2017
Ok, my bad for the mirage saloon act 1 & the lava reef act 1 but for some odd reason if you set the loop end before the loop start it won't work properly and you have to replace the file (no idea why you have to replace the old one but that's how i manage to that) that's why the egg reverie boss have a bad loop. I've updated the link in my previous post. Thanks for the report.
@Jeff, nice job man. Feel free to join at Smash Custom Music once I have the site rebuild completed.
@Vector, yeah, just be careful with that for games the use looping OGG. They could all work a little differently too with the comments they use to parse the loops.
One of the guys at Sonic Retro found the instruction for BlueSpheresSPD's loop point after I posted the list. I was off by 50 samples versus what they hardcoded into the game. Only just over 1 ms, but I'm still annoyed lol.
Yay by JeffMakesGames at 5:37 PM EDT on September 2, 2017
@soneek I will consider it.
I take it most of us here probably upload music to YouTube anyway, yeah?
I saw someone over at Sonic Retro say that RubyPresence.ogg (Eggman's boss music 1) loop point was 198457 samples (0:04.500), but that is off by 2 seconds.
YouTube uploads are a byproduct. The main thing is music formatted to place into games for modding purposes.
Those loop points are from the game's files, but a lot of the time, even the developers won't loop things properly. Most, if not all of the sets on JoshW's site use the game's original loop points, mainly for preservation purposes.
Indeed by JeffMakesGames at 6:06 PM EDT on September 2, 2017
I know what you mean by that. I think Time Crisis 2 had a few instances of bad loop points. Devs should care more into making things like that work.
I try to collect and preserve music from games I enjoy by keeping them as separate 'Intro' and 'Loop' WAV/OGG files.