Fixing all of the too-loud audio packs for good

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Re: Fixing all of the too-loud audio packs for good

Post by Conn on Thu 28 Dec 2017 - 15:54

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Re: Fixing all of the too-loud audio packs for good

Post by TheGameFoxx on Tue 6 Feb 2018 - 19:34

what are the differences between the link to the past soundtracks? are they all compatable with each other? i have 3 different versions of altpp on my sd2snes and id like them to each have a different soundtrack, but im not sure which one is which really

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Re: Fixing all of the too-loud audio packs for good

Post by qwertymodo on Tue 6 Feb 2018 - 19:42

The different versions are just that, different music tracks. You can use the same ROM for each, whether you want to use the MSU-1 only patch or the LttP DX patch, you can mix and match all you want.
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Re: Fixing all of the too-loud audio packs for good

Post by TheGameFoxx on Tue 6 Feb 2018 - 19:43

Is the one made for parallel worlds unique? Or is it a copy of a different one?

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Re: Fixing all of the too-loud audio packs for good

Post by qwertymodo on Tue 6 Feb 2018 - 19:59

It's mostly a copy of the ALBW pack, but I did a couple of things differently because Parallel Worlds has an extra dungeon track, and it uses 2 of the other tracks for post-Master Sword alternates. If you use that one with LttP, you'll get the wrong tracks playing in a couple of places, so you don't want to use that, just use the ALBW pack.
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Re: Fixing all of the too-loud audio packs for good

Post by TheGameFoxx on Tue 6 Feb 2018 - 20:07

So for parallel worlds id use its own track, and im thinking of reorchistrated for vanilla altpp. But i also have dx, so i guess i have a couple options

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Re: Fixing all of the too-loud audio packs for good

Post by VideogameScrapbook on Mon 12 Feb 2018 - 13:36

qwertymodo wrote:Basically, I'm using nongnu-normalize to do the actual normalization, same as I have used for all of the packs I have released myself.  The only additional thing I needed to add myself was a quick way to strip the MSU-1 header off of the .pcm files and replace it with a valid WAV header so that nongnu-normalize could recognize it.  Once I had that little tool written, the rest is just a big for loop in a batch script

>msu2wav (my tool)
>nongnu-normalize
>wav2msu

qwertymodo, is your msu2wav the same one that was released by Kingizor on DKC Atlas (http://www.dkc-atlas.com/forum/viewtopic.php?f=68&t=2087)?

If not, can you provide a link to your version? I want a way to convert msu to wav that would preserve the loop point (when it's not at the end of the audio) so that it could be used to create other looping formats. That could be done if msu2wav either added an smpl chuck or exported the intro (everything before the loop point) and the loop section of the audio. Then people could use Looping Audio Converter (https://www.lakora.us/brawl/loopingaudioconverter/) to create for example a brstm for use in vgmstream.

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Re: Fixing all of the too-loud audio packs for good

Post by qwertymodo on Mon 12 Feb 2018 - 14:09

That's not my version, no. I guess I never really released mine, so I guess I can do that. Let me take a bit to clean up the code and add a couple of export options for handling the loop points. Originally, I just appended the loop point to the output filename, but there are a couple of other ways I could output that information. I know .wav doesn't natively support loop points, but I might be able to figure out one of the various header extensions for loop points, or just print it to stdout or stderr. On Windows, I believe application exit status codes are 32-bit, so that would be another potential option, but I'm pretty sure *NIX just uses 8-bit status codes.
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Re: Fixing all of the too-loud audio packs for good

Post by qwertymodo on Mon 12 Feb 2018 - 16:23

Ok, I forgot that I supported batch processing i.e.

Code:
msu2wav file1.pcm file2.pcm file3.pcm

so exit status code is a non-starter. I went ahead and implemented smpl chunk output for use with wavosaur or similar applications that read smpl loop point data, as well as stdout printing.

https://github.com/qwertymodo/msu2wav/releases
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Re: Fixing all of the too-loud audio packs for good

Post by VideogameScrapbook on Mon 12 Feb 2018 - 16:58

qwertymodo wrote:Ok, I forgot that I supported batch processing i.e.

Code:
msu2wav file1.pcm file2.pcm file3.pcm

so exit status code is a non-starter.  I went ahead and implemented smpl chunk output for use with wavosaur or similar applications that read smpl loop point data, as well as stdout printing.

https://github.com/qwertymodo/msu2wav/releases

Wow that was quick work, thank you so much! I did a quick test and it seems I can easily use your exe and Looping Audio converter to allow converting to other looping formats. I've also added in a request for Looping Audio Converter to directly incorporate your command line tool as well as wav2msu to give people the ability to easily convert to/from other game audio looping formats. This will make it easier to convert MSU-1 packs to a looping format supported by vgmstream (for use in audio players and other games) as well as using audio from Smash Custom Music as a source for future MSU-1 packs!
https://github.com/libertyernie/LoopingAudioConverter/issues/17

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Re: Fixing all of the too-loud audio packs for good

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