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by MarkGrass at 6:23 PM EDT on October 24, 2015
So, I compiled the app from Soneek and noticed that it doesn't dump the samples...

...so I took the information that was provided by Nisto in the PHP script and wrote an application that will dump the samples to DSP and automatically convert them to WAV format.

Credit was given to Nisto in the executable.

MusyX for Nintendo GameCube Sample Dumper v1.0
by hcs at 12:38 PM EDT on October 25, 2015
IPFS mirror: MusyX_Sample_Dump_v1_0.7z
by vajuvaju at 11:57 PM EST on November 18, 2015
@MarkGrass I used your tool on Eternal Darkness' "menu", "boss" and "fx" archives. It worked, although there was a slight problem: while the .dsp files sound great, the .wav conversions were inaccurate (for example, the menu songs were too short). Thankfully, I can convert the .dsp files to .wav with foobar2000 (equipped with vgmstream, of course) without any problems.

Here's all the .dsp files I extracted from the game. I have removed some duplicate SFX.

Finally, we can hear the menu music in true gamerip quality!

Now we need to find out how to rip MIDI and soundfonts...

edited 11:57 PM EST November 18, 2015
by Nisto at 12:13 AM EST on November 19, 2015
Have you tried my Python extractor? The PHP script that MarkGrass referenced is outdated. Later versions I've written in Python improves parsing of loops and the MusyX .sdir format in general.

I've already posted it in this thread a couple of times, but I guess a longer link is easier to find...

https://dl.dropboxusercontent.com/u/48454461/misc/MusyXExtract.py
by soneek at 1:13 PM EST on November 23, 2015
Nisto, have you looked at the sequence events? The main thing I remember not figuring out yet is pitch bending, since it's not as obvious as the normal events.
by Nisto at 2:02 PM EST on November 23, 2015
soneek, I haven't. Are you sure MusyX supports pitch bend though? Like, do you know for sure that there is any track with pitch bend? I haven't noticed anything lacking in any of the stuff I've played around with.
by soneek at 2:25 PM EST on November 23, 2015
Yep. Tales of Symphonia is the main one using it that I'm disappointed in myself about since I hadn't figured it out. There's one song in Pkmn Colosseum that uses it heavily as well for the guitar track.

The way MusyX stores their pitch bend data is different from normal MIDI, so that's what threw me off completely. I'll look at it again when I get a chance, but the pitch bend data was in its own section after the note and normal event data for each track. I really need to start documenting stuff rather than rushing to get it done. I barely remember what I did haha.
by starerik at 2:50 PM EST on November 23, 2015
Star Fox Adventures also has a lot of pitch bends.
by Nisto at 5:01 PM EST on November 23, 2015
Ah I see. That sounds kind of similar to what SEQp (Sony's standard PS sequence format) does actually, IIRC. Maybe the VGMTrans sources could help some? Long shot, but worth a look maybe..

And I agree, we need to improve on documenting formats! Source code isn't always easily understood. Especially if you didn't write it yourself, or if you're not familiar with the programming language(s) used.
by AnonRunzes at 4:54 AM EST on March 9, 2016
Is there any progress in the MUSX sound format? I think we might cover more systems that use this format.
by Nisto at 10:39 AM EDT on March 21, 2016
I moved my MusyX sample extractor to Github since Dropbox are fools.

https://github.com/Nisto/musyx-extract
by lybxlpsv at 7:11 AM EDT on April 3, 2016
Anyone still have Tales of Symphonia midi and soundfont from page 1?
soneek.info is down.
EDIT : found it, nv.

edited 6:53 PM EDT April 3, 2016
by hcs at 10:40 PM EDT on April 3, 2016
Where'd you find it?
by lybxlpsv at 8:21 AM EDT on April 4, 2016
on page 4, https://drive.google.com/open?id=0B38ucWqhB0hUfmlZTW1nby1mM3F3XzV3d2VyY0NDbmlJbVZzclB0Rm5acmRCWjdEbXlmNTA&authuser=0
by punk7890-2 at 10:40 PM EDT on May 24, 2016
Does anyone happen to have a sample .CSNG they are willing to upload? This format seems very similar to Star Wars Rouge Squadron for the N64 which I'm currently trying to figure out.

edited 10:41 PM EDT May 24, 2016
MusyX re-implementation by antidote at 10:23 PM EDT on June 26, 2016
My friend Jack has been hard at work reverse engineering MusyX and re-implementing it into a full featured library for use in our project, if you're interested you can see it here:

https://github.com/AxioDL/amuse

edited 1:01 AM EDT June 27, 2016
by punk7890-2 at 10:54 PM EDT on June 26, 2016
I do know about that already. Thanks though. It seems what SubDrag showed him proved useful. Sadly, I do not understand how to play drums in that VST, however. Factor 5 games have been supported in N64 midi tool for a bit now as well.
by Nisto at 2:19 AM EDT on June 27, 2016
That's awesome, thanks for sharing, antidote.
by punk7890-2 at 4:52 AM EDT on June 27, 2016
Ah okay. The percussion is on page 109 (or patch 110 in midi) in the VST version for Rogue Squadron 1. It would be a good feature to add to the VST version which would override the Release and Attack parameters with CC#72/73 respectively.


edited 5:21 AM EDT June 27, 2016
by antidote at 4:28 PM EDT on June 28, 2016
From jack:

[1:25 PM]
i suppose that's doable
[1:26]
it's actually up to the SoundMacro to opt into CC envelope control
[1:26 PM]
ADSRCTRL command


So that's a definite "probably"
by dj4uk6cjm at 5:15 PM EDT on June 28, 2016
Is there a real MusyX VST? Or an actual executable windows software that can open GC/WII isos, read midi's within them and map certain instrument samples to soundfonts and save it? Sigh...asking too much again but I want something like that.



edited 5:18 PM EDT June 28, 2016
by punk7890-2 at 5:40 PM EDT on June 28, 2016
@antidote Neat. I'll keep an eye out. Hopefully in the future he includes Sinc Interpolation or perhaps, Cubic for a re-sampling method as there is some aliasing on samples at the moment.
by antidote at 12:15 AM EDT on June 29, 2016
@dj4uk6cjm, yes there is a VST AND a windows executable that can open files from certain GC/Wii game (not ISOs, that's a bit more complicated), and exports them out.

However mapping "instruments" to soundfonts is a bit difficult due to how MusyX works: every instrument points to a SoundMacro, which is a turing complete mini state machine that affects the sample, these macros can't be converted to SoundFont easily, or at all in most cases.

EDIT:
We already handle SRC through a 3rd party library called soxr, and it has Sinc interpolation but it's still experimental, also simply interpolating the samples won't remove aliasing on low input rates.

EDIT2:
Jack's words on the subject:

that's only available through soxr when variable sample rate is disabled

in other words, not at all AX compliant
it's still in the "experimental" phase
and some of the source samples themselves have unavoidable aliasing at such low input rates
the variable resampler works similar to MSAA
a basic blend routine of time-resampled audio
the variable rate is important to mention
that's how pitch bend is able to function without far worse stream discontinuities


edited 12:23 AM EDT June 29, 2016
by kode54 at 12:37 AM EDT on July 1, 2016
I'm amazed you can get away with using soxr for real time resampling of synthesized data. It has an incredible latency window size, something on the order of 10k-12k input samples before it will start producing output.

I would suggest looking at the resampler.[ch] included with my modplay and playptmod repositories, as it may not be the nicest resampler or support the absolute highest quality, but it definitely supports low latency.
by antidote at 5:32 PM EDT on July 2, 2016
We've modified soxr to use SSE, so the latency is actually really low, but you do bring up a valid concern.

Amuse is more than capable of having well over 100 voices running at once (we've hit 200 on some songs with amuse not missing a beat), that's including soxr's resampling. Granted you'll never be able to play black midis using Amuse but that's pushing the spec well past it's limits to begin with.

Edit:
I've just been informed that we're using the variable-resampler, which doesn't use the FFT codepath, which is where the latency comes from. Also the reason we use soxr is that it matches the behavior of the DSP extremely well, so we benefit from using it.

Jack:

soxr's variable-resampler is different
it doesn't use the FFT code-path
that's where all the latency comes from
it actually works more like the SRC in the DSP
that's based on supersampling the data
which is what I meant by "similar to MSAA"
the main reason for that is FFTs require a sizable sample-block to function
the VR resampler works on 12 samples at a time
extremely low latency
but it doesn't have the curve-fitting prowess
i'm sure if we switched to the static resampler, it would become rather expensive


edited 5:40 PM EDT July 2, 2016
by jackoalan at 6:02 PM EDT on July 2, 2016
Just to elaborate on what Antidote said, we're using the API passing `SOXR_VR` to `soxr_quality_spec`

This code-path is completely different than the FFT-using one (vr32.c), and the most latency actually comes from the OS' audio-buffering system.

Based on my findings from integrating SSE, the vr32.c resampler uses a supersampling FIR filter. It has a window of 12 samples for upsampling and 20 samples for downsampling (3 or 5 SSE vectors respectively).

Here's the modified vr32.c with SSE if you're interested:
https://github.com/AxioDL/boo/blob/master/soxr/src/vr32s.c
by kode54 at 6:23 PM EDT on July 2, 2016
I must have found a really bad port of soxr, because that port, even in the SOX_VR mode, used a giant FIR filter bank, and multiple banks at that. It used one per octave of transition, plus one for the partial octave at the end. Maybe because I was using SOXR_VR|SOXR_HQ or whatever?

I'd love to see this soxr you have, since it would be useful for at least testing the output.
by antidote at 6:36 PM EDT on July 2, 2016
Yeah, it was likely either a bad port or a misunderstanding of the API usage, this is how boo utilizes soxr:
https://github.com/AxioDL/boo/blob/master/lib/audiodev/AudioVoice.cpp#L81

And this is an example that comes with it:
https://github.com/AxioDL/boo/blob/6cbd086204bbe0bce4ad21c179c3e4cf8ea717b8/soxr/examples/5-variable-rate.c#L38
by jackoalan at 6:37 PM EDT on July 2, 2016
Ah, your problem could be how you were setting up the API, those two SOXR_ enums aren't part of a bitfield according to the usage examples.

Our complete `soxr_create` flow looks like this on a per-voice basis:
https://github.com/AxioDL/boo/blob/d08f25abd3b1c5659df530b0ec557ac01537b8aa/lib/audiodev/AudioVoice.cpp#L87

The resampler instances are re-constructed whenever a voice loads a new sample with a potentially different source rate, or if the system rate changes (which could be triggered by plugging in headphones on Windows).
by punk7890-2 at 9:23 PM EDT on July 2, 2016
I found a few small problems when playing Star Wars Rogue Squadron songs in Amuse (N64). When playing song 91 with group 03, it seems the strings and snares have incorrect release time on them. It appears that this is the correct instrument group for the song.
by jackoalan at 9:51 PM EDT on July 2, 2016
Yea, I could rig up the SoundMacro interpreter to override the envelope times with a control change on 72/73. Those controllers are normally ignored by MusyX, but I'd rather keep the SoundMacro's settings in by default.

Interesting thing about MusyX, there are 2 distinct ways to implement an envelope. The preferred way is to define an ADSR object within the .pool, which is then ramped sample-by-sample on the DSP. The other way is to use the SoundMacro flow itself to loop and branch across ENVELOPE commands. This way isn't so nice, cause it only gets evaluated on the CPU in 5ms blocks of audio (160 samples @32KHz for GameCube).

I've got other codebases to tend to, so it might be some time before I'm able to work on additional features. Of course GitHub PRs are always welcome :)
by antidote at 2:51 AM EDT on July 3, 2016
Yes, PRs are always welcome, Jack and I are both extremely busy with the project, I'm going through the MP1 binary and labeling every function I can identify, and doing some reverse engineering along the way, while Jack is doing a ton of API work on things like Vulkan and Amuse. So help is not only appreciated, it's welcome.

edited 2:52 AM EDT July 3, 2016
by jackoalan at 1:20 AM EDT on July 4, 2016
Just uploaded another release:
https://github.com/AxioDL/amuse/releases

This one adds support for loading `midi.wad` from Star Fox Adventures, which has some fairly complex songs as well as sequenced ambience.
by jackoalan at 9:48 PM EDT on July 4, 2016
And another update today (v1.8):
https://github.com/AxioDL/amuse/releases

This one eliminates the attack-aliasing (clicks on note starts); pitch ratio wasn't properly initialized for new voices
by AnonRunzes at 10:48 PM EDT on July 4, 2016
Strange, seems like the "Star Wars Episode I - Battle for Naboo" N64 ROM simply refuses to work with amuse at all...

Oh yeah, and is there any way to implement some kind of extraction with these .proj/.pool/.sdir/.samp files to WAV? Besides, aren't you guys forgetting .etbl, .slib and .stbl as well?

edited 10:51 PM EDT July 4, 2016
by kode54 at 11:53 PM EDT on July 4, 2016
I figured out why it was so slow and/or delayed with the parameters I used. For one, I filled out the quality field with SOXR_HQ. For another thing, I filled out the initial parameters of the soxr_create call with a huge frequency difference.

You're supposed to fill those two values, when doing SOXR_VR in the flags field, with the widest difference of frequencies that you expect to support with that instance. So I filled it with a ratio that supports plus or minus 7 octaves, so a ratio of 128 to 1.

I see your implementation only uses a ratio of input to output, which I guess is fine if you never expect to change the ratio to anything farther from 1.0.
by antidote at 3:53 AM EDT on July 5, 2016
etbl simply matches IDs to effect names, which is kind of useless to amuse at the moment (that's a client detail), slib and stbl are definitely useful though, slib contains all 143 SNGs, and stbl contains the name and group/setup references, I'll add a RegistryContainer entry for them later today (when it's not 1AM my time lol).



edited 3:54 AM EDT July 5, 2016

edited 4:19 AM EDT July 5, 2016
by starerik at 8:17 AM EDT on July 5, 2016
I am having trouble running amuseplay. I have bootcamped Windows 10 on my Mac. I installed the redistributable thing and when I try to run the app the colors go crazy. The entire screen kind of looks like this. Like it can't render properly.
by antidote at 10:54 AM EDT on July 5, 2016
Hmmm, interesting try passing --d3d11 or --gl as a final argument and see if that fixes the issue, but that shouldn't affect how the program runs overall.

Though it should be said that we support OS X so you should probably try running it there and see if you have the same issue.

EDIT:
Crap, we don't have an OS X build up yet, I'll make one real quick and upload it.

EDIT2:
Ok, got a mac build up, go ahead and give that a try.

edited 11:51 AM EDT July 5, 2016
by starerik at 11:57 AM EDT on July 5, 2016
Thanks! But not sure how to get it running in Terminal. I dragged and dropped the file into Terminal and it said "permission denied".
by antidote at 11:58 AM EDT on July 5, 2016
Sorry about that, try downloading again, I put them in a zip this time, lol.

Totally forgot that OS X has unix permissions for a second, realized my mistake immediately afterwards.

edited 11:59 AM EDT July 5, 2016
by starerik at 12:21 PM EDT on July 5, 2016
It's asking for Metal.framework. I'm trying to update my Xcode, but the servers are not on my side right now.
by antidote at 12:26 PM EDT on July 5, 2016
Oh, pass it --gl for now to get past that error.
by starerik at 12:41 PM EDT on July 5, 2016
So if I'm understanding this correctly, my command should look like this?

./amuseplay starfoxm.pro midi.wad --gl

However, it still asks for metal. This is what it says:

dyld: Library not loaded: /System/Library/Frameworks/Metal.framework/Versions/A/Metal
Referenced from: /Users/erikschroder/Documents/amuseplay/./amuseplay
Reason: image not found
Trace/BPT trap: 5

edited 12:42 PM EDT July 5, 2016
by antidote at 1:10 PM EDT on July 5, 2016
Well, dang, why is Metal not installed? Hmm, looks like we need to add a check for that.

Edit: wait, which version are you using? Metal is 10.11+

edited 1:23 PM EDT July 5, 2016
by starerik at 1:25 PM EDT on July 5, 2016
Yosemite. 10.10.5.
by antidote at 1:30 PM EDT on July 5, 2016
Ah, yeah that'll do it, unfortunately I can't target 10.10.5
by starerik at 1:54 PM EDT on July 5, 2016
Now that is unfortunate.

But I got it running in Windows with the "--gl" command, however (heh) as soon as I play a song it crashes immediately.
by antidote at 2:33 PM EDT on July 5, 2016
Can you post an issue in our issue tracker with all of the relevant details (Game, Files used)? And a screenshot of the command prompt would be nice.
by Nisto at 4:07 PM EDT on July 5, 2016
I haven't been able to fully test out Amuse yet since I'm on XP and it seems it won't run in a VirtualBox'd Windows 7 install either (yeah, MSVC++ 2015 is installed; it seems to be a graphics related issue). But am I understanding it correctly that it does not support standard GameCube MusyX files (.sdir, .samp, .proj, .pool, .song) as input? Rather than implementing support on a per-game basis, I really think you should support the native formats. There are more than a handful of games that don't seem to be supported, which (if needed at all) can be extracted by separate tools.

EDIT: Ah, it seems you added support for native files just yesterday. Never mind me then. :)

EDIT 2: I think I have the same problem as starerik. Seems to be booting fine with --gl switch, but it pretty much crashes right after initialization.

edited 4:37 PM EDT July 5, 2016
by antidote at 4:34 PM EDT on July 5, 2016
Oh, amuseplay has always had support for raw files ;P

EDIT:
In VBox make sure you have a full D3D not just basic, and 3D acceleration enabled in the settings, you *should* be able to run it fine after that.

If it still doesn't run, try adding --gl, since GL mostly works in guests once full D3D is enabled, I've been able to successfully run amuseplay in a VM, though this was on Arch, not XP so the details may be different.

EDIT2:

On another note, I've been able to build a 10.10.3 binary that should work fine, I'll upload it here in a few minutes.

edited 4:39 PM EDT July 5, 2016
by Nisto at 4:44 PM EDT on July 5, 2016
Yes, I have everything 3D-related activated and installed (i.e. guest additions) in VirtualBox. They do say D3D support is still experimental though, so... =/
by antidote at 4:55 PM EDT on July 5, 2016
Yeah, it's definitely experimental, however it works pretty well overall.

Also, starerik can you give this build a try?
https://dl.dropboxusercontent.com/u/21757902/amuse-osx-10.10.zip
by Nisto at 5:04 PM EDT on July 5, 2016
Just for clarification, what exactly do you mean by "full D3D not just basic"? I've double checked and specifically have the 3D Acceleration option enabled, and as previously mentioned, the guest additions Direct3D driver installed. Apart from that I don't really see anything else related to D3D. Have I missed anything?

edited 5:05 PM EDT July 5, 2016
by starerik at 5:05 PM EDT on July 5, 2016
Yes, that one booted. But I got a very long error message, which I'll post in the issues section.
by antidote at 5:12 PM EDT on July 5, 2016
@Nisto when you install the driver it'll ask you if you want to install the "Basic" version, click "No"
by starerik at 5:21 PM EDT on July 5, 2016
Nevermind, I switched audio driver and it worked. But the ADSR doesn't quite sound right for Adventures.
by Nisto at 5:36 PM EDT on July 5, 2016
@antidote, yep just went through the guest additions installer again and made sure to install both the basic and the one required for WDDM/Aero (I know I already installed the latter though). The error for the OpenGL interface seems to have changed, but it gave no real progress. I have also tried running it with administrator privileges, but still no luck. Maybe the D3D support is experimental on a hardware level? I'm on a creaky ATI HD 4850 here, so who knows...
by antidote at 6:28 PM EDT on July 5, 2016
That could be it, we require D3D11 minimum, but we can drop that to 10 I think, that's jack's territory.
by jackoalan at 2:59 AM EDT on July 6, 2016
Yea, D3D12 appears to be problematic in certain hardware configurations.. Some aspects of it feel like Windows Vista all over again, with a sizable number of older machines not able to run the new system APIs 100% to MS' spec. Doesn't help that the automatic upgrade doesn't make such distinctions, anyway I digress..

I'm thinking a first-run prompt would be the wisest solution offering the user a selection of backend graphics APIs to use. The selection wouldn't be saved until after the window is spawned and the app hasn't crashed.

I'm especially interested in adopting Vulkan on Windows and possibly making it the first choice if it seems to run well for a wide range of HW. That would provide a way for Win7 users to hop on the command buffer graphics bandwagon too.

EDIT: antidote must not be aware that D3D10 has horrendously unpredictable multithreading behavior; I'm afraid the architecture of our systems forces us to use D3D11 minimum

edited 3:14 AM EDT July 6, 2016
by jackoalan at 4:11 AM EDT on July 6, 2016
@Nisto, accelerated 3D support isn't all that great in VirtualBox.. too much of an I/O performance barrier and an inadequate translation for D3D11 / OpenGL Core Profile apps..

I used to run Arch Linux that way, and since migrated my user to a dedicated partition and natively running. Native boot enables all modern graphical possibilities that VirtualBox simply cannot, a systemic drawback of virtualization
by jackoalan at 4:17 AM EDT on July 6, 2016
I'll start working on a third executable: `amuserender`

This one will not have the complexity of the event window. Instead, it will render songs directly to .wav as fast as the CPU can go
by starerik at 9:31 AM EDT on July 6, 2016
This is an amazing accomplishment you have made. Great stuff.

But can one dream of the original DSP effects like reverb?
by antidote at 12:45 PM EDT on July 6, 2016
Those are definitely possible, they'll just take a bit of work.

EDIT:
Actually, I kind of ignored it, but truth be told, those effects are client side, not on the DSP, and we've already gotten all 4 effects used by MusyX implemented.

edited 1:54 PM EDT July 6, 2016
by antidote at 12:47 PM EDT on July 6, 2016
"antidote must not be aware that D3D10 has horrendously unpredictable multithreading behavior; I'm afraid the architecture of our systems forces us to use D3D11 minimum"

I was aware that it was a pain to work with, but I wasn't aware of the multithreading behavior, lol.
by jackoalan at 2:29 PM EDT on July 6, 2016
yea, all MusyX audio effects are implemented; based on reverse-engineered PPC assembly from the GameCube MusyX library:

Reverb
Chorus
Delay
by jackoalan at 5:09 PM EDT on July 6, 2016
I've nearly got the converter ready, so I've been doing some analysis on the output. I've determined that there's a small quality loss when the SRC is set up for 1-octave range vs 4-octave range, but a proportional increase in CPU consumption for each octave (it adds an additional FIR stage for each octave).

4-octave on top, 1-octave on bottom

Soloing each in Audacity doesn't really have a noticeable difference when bending the pitch 4+ octaves, but you can see it in the screenshot.

I'm willing to keep it at one octave, since one pass of the FIR implementation is already considerably higher quality than the one the GameCube's DSP ucode implements
by jackoalan at 6:20 PM EDT on July 6, 2016
Alright, `amuserender` is ready to go! Use it just like `amuseplay`, and the resulting .wav file will be in the working directory.

https://github.com/AxioDL/amuse/releases
by punk7890-2 at 7:47 PM EDT on July 6, 2016
It seems like for Rogue Squadron (N64) it only outputs one group. I've chosen multiple different groups but they all sound the same.
by jackoalan at 7:50 PM EDT on July 6, 2016
Factor5's groups are absolutely loaded with duplicate references.

They do this so any one aspect about an instrument in a given song can be changed, without affecting the songs already arranged and approved by the music team

EDIT: in the case of Rogue Squadron, I don't have a good way to relate songs to their groups and setups. This is all performed by the game code itself, and I'm not entirely familiar with MIPS disassembly / RS' code to know where that information is. Rogue Squadron 2/3 on the other hand have that info stored right next to the group and song data itself

edited 7:59 PM EDT July 6, 2016
by AnonRunzes at 8:10 PM EDT on July 6, 2016
And because you aren't entirely familiar with the MIPS disassembly, are you at least able to study it?
by punk7890-2 at 8:42 PM EDT on July 6, 2016
@jackoalan What I was meaning is that it renders the wrong instruments/group in amuserender-win64 but plays the correct instruments in amuseplay-win64 (minus ADSR issues). For instance, song 91 is group 03. That plays fine in amuseplay, but not render.

edited 8:42 PM EDT July 6, 2016
by starerik at 11:19 PM EDT on July 6, 2016
@jackoalan The Star Fox Adventures songs are 100% dry, is there something that must be done to activate the reverb?

Also, some are mono while stereo in-game.

edited 11:24 PM EDT July 6, 2016
by jackoalan at 11:45 PM EDT on July 6, 2016
I wouldn't say they're 100% dry, just not as heavy on the effect as the game configures it.

I haven't yet been able to find the code in the MusyX library that sets it, so i've just set the parameters manually:
coloration=0.2
mix=0.3
time=1.0
damping=0.5
preDelay=0
crosstalk=0

The mix is pretty light at 30%, i'll raise it to a value that sounds closer when i have more material to compare to. It rather tricky to set, cause overpowering resonance can occur if you're not careful.
by starerik at 11:59 PM EDT on July 6, 2016
Not sure the mix needs to be higher, but the time could be longer. For Star Fox it's about 3 seconds for some of the songs. But I'm thinking the parameters are written somewhere for each song.
by antidote at 2:36 PM EDT on July 7, 2016
I added support for Paper Mario TTYD's slib and stbl, and they'll be available in the next release.
by jackoalan at 3:53 PM EDT on July 7, 2016
Alright, uploaded v1.10 with TTYD MIDI sequence loading and a SetupID prompt in `amuserender` so the instrument bank may be properly selected.
by jackoalan at 1:55 AM EDT on July 15, 2016
Just released v1.11
https://github.com/AxioDL/amuse/releases/tag/v1.11

This one completely overhauls the mixing, adding support for full 3-way studio mixing:
http://i.imgur.com/KjIBkBS.png

Reverb and Chorus parameters are set according to the default studio present in all MusyX implementations:

AuxA (ReverbStd):
coloration=0.5
mix=0.8
time=3.0
damping=0.5
predelay=0.1

AuxB (Chorus):
baseDelay=15
variation=0
period=500
N64 Rogue Midi Ids by SubDrag at 7:15 AM EDT on July 15, 2016
I worked on getting the N64 midi ids. Here's a list of what I found from breakpointing:

There are a couple missing, but this is most of them. I'm not sure when it plays kasan1.sng, or some of the others. As a general rule, each level all uses the same midi id, and they increment by 1 per level, and stuff like jingles and actions seems like can be played by any midi id. I imagine the midi ids not used (besides the couple sngs missed) are for sound effects. All the cuts use 1E.

logo1 00
hangar1/hangar2 03:03
title 02:02
silent02 16:16
jingle01,jingle02,jingle03,jingle08,cut_jing1SNG,c1l1_theme,c1l1_spc,c1l1_prob1,silent02b1,action01b 04,04,04,16,17
c1l2_cut1 1E
c1l2_theme,c1l2_spc01,action01 05
c1l3_cut1 1E
c1l3_theme,c1l3_spc01,action02 06
c1l4_cut1 1E
c1l4_theme,action01,action04 07
cut_seq1,cut_seq5 1E
c1l5_theme,c1l5_act01 08
c2l1_cut1 1E
c2l1_theme,silent01,action01,action02 09
c2l2_theme,action01,action02,action04 0A
cut_seq4 1E
c2l3theme,action04,action06 0B
cut_seq6 1E
c2l5theme,action02 0C
c1l4_theme,action1,action1b 07
c3l1_theme 0D
c3l2_theme,silent02,action04 0E
c1l5_theme,c1l5_act01,action06 08
c2l2_theme 0A
c3l4_theme 0F
c3l5_theme,imperial 10
c4l1_cut1 1E
c1l3_spc01,c1l4_theme,action02 07
roguetitle 01
c5l1_start,c5l1_1,c5l1_2,c5l1_3 12
c5l2_theme,c5l3_theme,action05 13
c3l2_theme,c3l5_spc01,c5l3_theme,silent01 0E
credits 20

(after mission failure)c2l5_theme,jingle01,jingle02,jingle03 1D

edited 7:23 AM EDT July 15, 2016
by hcs at 2:47 PM EDT on July 15, 2016
SubDrag, in case you're not already using the cutscene viewer & sound test: DIRECTOR and MAESTRO on the passcodes screen
by SubDrag at 2:52 PM EDT on July 15, 2016
I didn't know about the cutscene viewer, I just had to load each level to check. However, any idea what kasan1.sng would be, so I could see?

kasan1.mid

edited 2:55 PM EDT July 15, 2016
by SubDrag at 2:59 PM EDT on July 15, 2016
Also here is a list of N64 Factor5 Sng games...I really think Polaris Snocross and Hydro Thunder should have them too, just couldn't find them right now. I added support to N64 Midi tool, will eventually get into amuse.

007 - The World is Not Enough (E) (M3)
007 - The World is Not Enough (U)
Biohazard 2 (J)
Disney's Tarzan (E)
Disney's Tarzan (F)
Disney's Tarzan (G)
Disney's Tarzan (U)
Indiana Jones and the Infernal Machine - Unreleased PAL Version
Indiana Jones and the Infernal Machine (U)
NBA Showtime - NBA on NBC (U)
Resident Evil 2 (E) (M2)
Resident Evil 2 (U)
Resident Evil 2 (U) (V1.1)
Rugrats in Paris - The Movie (E)
Rugrats in Paris - The Movie (U)
Star Wars Episode I - Battle for Naboo (E)
Star Wars Episode I - Battle for Naboo (U)
Star Wars - Rogue Squadron (USA) (Rev A)
Star Wars - Shutsugeki! Rogue Chuutai (J)
by MurraySkull at 3:52 AM EDT on July 16, 2016
That would be Kasan Moor's theme.
by SubDrag at 6:30 AM EDT on July 16, 2016
How do I get it to play?
by jackoalan at 6:10 PM EDT on July 16, 2016
This (minor) release adds a mapping of several SetupIDs for Rogue Squadron songs (no need to manually select anymore):
https://github.com/AxioDL/amuse/releases/tag/v1.12

There are a few still missing, but major thanks to SubDrag for discovering these so far.

Oh, you can also now load Starfox SongGroups and play them without selecting a song (no longer just silence).
by SubDrag at 6:28 PM EDT on July 16, 2016
Do you have a list of which ones are missing? Maybe we can try and fill them in, perhaps some people if I can't find them can just do some testing until hit right one.
by jackoalan at 9:30 PM EDT on July 16, 2016
You see a list of the coded-in ones at the song selection prompt in `amuserender` or `amuseplay`

Those marked -1 are unassigned, and it's possible I made some errors assigning them.

PRs changing this table are welcome:
https://github.com/AxioDL/amuse/blob/master/lib/ContainerRegistry.cpp#L617
by Nisto at 1:07 AM EDT on September 11, 2016
So I'm finally able to give Amuse a try. But I'm having a couple of problems. Maybe these are common though, and not necessarily related to the particular files that I'm passing to the programs?

I'm getting static noise in the right channel when using amuseplay. And similarly, the right channel of the output of amuseconv is significantly dominant. Specs are below, if that changes anything..

Also, I'm unable to play SONG files named .son in amuseplay (works if I rename to .song). I'm not even seeing any warnings or anything - it just closes on me. Perhaps it would be a good idea to support .son files as well, if there really isn't any currently? They are about as common as .song files, and the filenames are explicitly specified by the user after all..


OS: Windows 7 SP1 (64-bit)
Motherboard: ASUS X99-A
Sound: Realtek ALC1150 (integrated chip)
GPU: Asus GeForce GTX 970 @ 1114MHz (stock)
CPU: Intel Core i7-6800K @ 3400MHz (stock)
RAM: HyperX Fury 4x8GB (32GB) DDR4 @ 2133MHz (stock)
by antidote at 7:38 PM EDT on September 22, 2016
I have no idea why .son isn't working, there is absolutely no difference between .son and .song except for one letter.

Also, which game are you attempting to get SONG data from?

For reference here is the check for the extensions:
https://github.com/AxioDL/amuse/blob/master/lib/ContainerRegistry.cpp#L121

edited 7:38 PM EDT September 22, 2016
by Nisto at 8:25 PM EDT on September 22, 2016
Hmm, it's possible amuseplay was actually opening the .son fine, but crashing immediately for a different reason. I'm noticing now that it's being generally buggy and closing down during playback for no reason (I'm not touching the mouse nor keyboard after opening, and I have virtually no other programs open that could interfere).

I am trying to play music from Biohazard 0 (Resident Evil 0).
https://www.sendspace.com/file/o1xbw9
by antidote at 8:49 PM EDT on September 22, 2016
Are you sure you're using the right setup IDs for the songs?

Using the wrong setup can lead to all kinds of bizarre behaviors, SoundMacros are turing-complete mini-VMs that run on sound data, which makes them susceptible to bad input.

I just tried the song you posted, it sounds fine, just short.

If you're using a headset, please consider unplugging it, or turning down the master volume, if that helps, let us know and we'll investigate it. It works fine on Linux at the very least.

Another thing you can try is lowering the volume in amuseplay (the up and down keys with the window focused)

EDIT:
Here is the SONG data recorded using Audacity:
BGM 00

edited 9:02 PM EDT September 22, 2016
Odd amuserender.exe crash by Xane123 at 3:41 AM EDT on September 27, 2016
I like these programs as they let me both listen to and hear samples from Harvest Moon: A Wonderful Life's music, no matter how cheap some of the samples the composer used sound like the pan flute and accordion, which sound...Roland Sound Canvas-y...

...anyways, an oddity with amuserender is if you specify the .proj file but don't specify the .song file right after it, upon selecting the song, it will "stop working".

[img]http://i.imgur.com/k4wl9F4.png[/img]

edited 3:42 AM EDT September 27, 2016
by Nisto at 11:51 AM EDT on October 2, 2016
antidote: It doesn't seem like bgm_00 has more than one ID? At least when I'm trying to cycle in amuseplay using the left/right keys, the ID stays on 0 (yeah, the smaller window has focus).

And the render you uploaded is also dominant in the right channel. If you want me to, I can upload an in-game recording of it for comparison.

EDIT: Well, my issue with the static noise in amuseplay has been solved at least. I needed to set my device's defaults for shared mode to 24-bit, 48000Hz (it was on CD standards, i.e. 16-bit, 44100Hz). It seems that also fixed the issue with it crashing like 9/10 times, so.. yay.

edited 2:11 PM EDT October 2, 2016
by vajuvaju at 12:54 AM EST on November 21, 2016
The Amuse play/render/convert work great! I'm having some troubles with the VST, though. I'm loading a MIDI off of Star Wars Rogue Squadron II: Rogue Leader on my DAW, and then I load the data.dat on the Amuse VST. The soundbanks load up correctly, but sometimes it gets stuck on an endlessly repeating note and the whole program crashes. And how can I tell which MIDI channels correspond to which instrument from the soundbank loaded by Amuse?

Also, I would suggest as a feature a way to adjust the volume of the exported song in amuse render. Rogue Leader's songs can be too loud and they produce clipping on the resulting WAV.

Another bug: Some of the Groups in Rogue Leader (like 112, IIRC) would cause amuserender to endlessly keep rendering a huge WAV file of nothing. I stopped amuserender and the file was 16+GB big!

Finally, has anyone figured out the compression that Eternal Darkness uses in its archives? It could sure use the Amuse treatment...

edited 12:58 AM EST November 21, 2016

edited 12:59 AM EST November 21, 2016
by antidote at 5:40 PM EST on January 21, 2017
Ah crap sorry for not checking up on this, we'll definitely look into these bugs when we get the time.
by Uikri at 4:54 PM EST on January 22, 2017
I'm confused. What is this thread about? A player? A plugin? MIDIs for games that were inaccessible before?
by derselbst at 11:35 AM EST on January 23, 2017
This thread is about Factor 5's proprietary sequenced audio format MusyX (as it can be found in a couple of gamecube games) and how to decode or convert it to MIDI.
Tales of Symphonia? by Xane123 at 8:00 PM EDT on April 12, 2017
Sorry for bumping a nearly-three-month old thread but I saw that like other games I've been able to hear the samples of, Pokemon Colosseum and Harvest Moon: AWL, that Tales of Symphonia had its samples ripped, but Soneek's website has seemingly stopped working.

Does anyone have the ToS soundfont? I'd like to listen to its samples and that, from what I remember thinking years ago, "that General MIDI-sounding synth from the battle theme".
Missed Toadstool Tour MIDIs by ArcticJaguar725 at 10:07 PM EDT on October 2, 2017
I apologize for bumping this thread, but I happened to notice that two of the most important files from the Mario Golf: Toadstool Tour MIDI rip were missing. I discovered that the two missing files were not next to all of the other sequence files in the disgusting file tree, but I managed to track them down. Since I have no way to actually rip them myself, I'll post the source files, those being the Title Screen and the Selection Screen.
by Zetto Kuzuuya at 11:56 AM EDT on October 8, 2017
Ah, speaking of ripping sound files and midis, and also craeting soundfonts and DLS of said files, What of Dragon ball Z budokai for the gamecube and ps2? I know it has some weird sound file name, but I'm still thinking there might be some way to convert sound in game to a DLS or .SF2 file, I can't do it myself because dolphin literally runs at about 20FPS on my windows vista crap-puter, so it's highly unlikely or near impossible for me to do this kinda ripping and stuff because most of these ripping music programs probably won't even work for me. but what I'm really trying to do here, is rip the sounds/instrument bank or files from budokai so we can have something close to a dragon ball z soundfont kinda like the show without searching for months and probably years on end for the right sounding synths and guitars and drums and what not, like I have spent many days and months doing.

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