Regarding the Rune Factory 3 2sf rip by Tallgeese at 5:32 PM EST on January 16, 2011
Greetings,

I notice that the Rune Factory 3 2sf pack, which I was looking for, is said to have 'noise' in a lot of tracks. Yes, it does have some sort of noise, but having played the game, I don't think it's actually noise.

See, ingame, there is rain, and it makes a sound that is suspiciously like the noise.

I don't suppose it's possible that the noise is the rain, and the game simply mutes that channel when it's not raining? Meaning the pack is actually fine?
by Knurek at 8:34 AM EST on January 17, 2011
Well, true, but having the tracks without the rain sfx would still be the optimal solution, don't you think? And that's not something I can fix, sorry, so the pack gets that explanation readme.
by Tallgeese at 9:19 PM EST on January 17, 2011
Ah, you can't just cut out the channel? I thought it was possible, ah well.
by Elven Spellmaker at 6:23 AM EST on January 18, 2011
Its possible, but I don't think anyone knows how to do it yet, or if they do doesn't want to spend the time needed to go through and mute it. If you mute channels in Vio2SF does it mute the channels for that track permanently or is that only a temporary change?

(With every other format [can't remember whether SPC was permanent or not] I've seen its temporary so I would assume the same applies to this one)

The only time I have seen permanent channel mutes was with USF (USF doesn't even support user channel muting like the rest of the xSFs do) and that was Ug hacking the files.

(If you wanted to, you could locate the rogue channel and mute it and use Winamp to convert it to MP3 or something.)
by Knurek at 8:33 AM EST on January 18, 2011
Won't work in this case - in Nintendo NDS music driver the hardware channels are allocated dynamically, so you can have that noise being played on various channels during the whole track.
by Elven Spellmaker at 10:29 AM EST on January 18, 2011
Yeah... Kinda forgot about that.
by Tallgeese at 12:07 PM EST on January 18, 2011
Well, it turns out to be that I'm wrong anyway.

It seems the rainlike sound is attached to either the beginning or the end of each channel's loop. How fun. You really would have to manually clean it up.

I'm still pretty sure it's meant to be the rain, though. Ah well.


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