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04-23-22 10:32:45 PM
Jul - SM64 Hacking (Archive) - SM64 Sound Hacking New poll - New thread - Thread closed
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Shadic
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Posted on 11-28-07 02:24:30 AM (last edited by Silly Shadic at 11-27-07 11:24 PM) Link
Mega Mario XD
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Posted on 11-28-07 05:26:45 AM Link
Quote of the moment by The Glitch: "What good is a document without notes? Digital toilet paper at best."
****
I just realized that Mario Party 3 can't have it's sounds ripped.

@Ratchetfan19: Do you mean in the future, or do you know of a tool available?

____________________
Matthew Coburn
One of the Peachy64 hack team
http://www.nintennetwork.org/bbs/index.php
Ratchetfan19
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Posted on 12-18-07 05:01:44 PM Link
Originally posted by Matthew Coburn

@Ratchetfan19: Do you mean in the future, or do you know of a tool available?


No, I was just suggesting an idea. If textures 4x the size of originals can be loaded into VRAM with Rice Video, I don't see why we can't make room for those textures in the ROM.
Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 12-18-07 06:41:06 PM Link
Jul - Post #1848 - 12-18-07 01:41:06pm
You'd probably have to change a bit of code to accept textures bigger than the game normally uses. Memory could be an issue too although it might not be too hard to relocate the textures to the upper 4MB. (Everyone has an Expansion Pak these days. )

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RicoElectrico
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Posted on 04-30-09 09:32:38 PM (last edited by RicoElectrico at 04-30-09 06:34 PM) Link
Could somebody tell me how to properly rip all that high-pitched samples/fx? I know that their real samplerate is 16kHz or 8 kHz (for now I discovered only cannon sounds A000610.WAV and A000611.WAV seems to be 8kHz) but SRIP by default rips them at 22,5 kHz. Sample rate can be forced only globally.
I know that all Mario voices are @ 16kHz and instrument samples are @ 22,5 kHz. And which SFX are 16kHz or 8KHz? I'll be glad if somebody could give me a list of filenames. Or maybe this information is hidden in CONTROL.H?
Another question: In which way from one instrument sample are made all the tones? Simple playback sampling rate interpolation (pitch and speed change) or pitch shift? One thing I'm sure is that the 1st method can be easily done for looped sounds.
messiaen
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Posted on 05-01-09 02:03:41 AM (last edited by messiaen at 04-30-09 11:04 PM) Link
Originally posted by RicoElectrico
Could somebody tell me how to properly rip all that high-pitched samples/fx? I know that their real samplerate is 16kHz or 8 kHz (for now I discovered only cannon sounds A000610.WAV and A000611.WAV seems to be 8kHz) but SRIP by default rips them at 22,5 kHz. Sample rate can be forced only globally.
I know that all Mario voices are @ 16kHz and instrument samples are @ 22,5 kHz. And which SFX are 16kHz or 8KHz? I'll be glad if somebody could give me a list of filenames. Or maybe this information is hidden in CONTROL.H?
Another question: In which way from one instrument sample are made all the tones? Simple playback sampling rate interpolation (pitch and speed change) or pitch shift? One thing I'm sure is that the 1st method can be easily done for looped sounds.


I'm almost certain the sample rate is constant, what changes is just the pitch of the sound produced. For instance, all Mario ingame sounds are transposed two semitones down.

There is no automatic way to rip the sounds in the right pitches because this information is a very complicated set of data, basically in the same format as the sequenced music but called " on demand" for each individual sound. The control.h isn't of help here.
RicoElectrico
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Posted on 05-01-09 07:41:33 AM (last edited by RicoElectrico at 05-01-09 04:43 AM) Link
I don't agree with you because I experimented and the high-pitched sounds are shorter compared to what is dumped from audio output of emulator. When slowed down to 16 kHz they have the same length.
VL-Tone
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Posted on 05-01-09 02:14:53 PM (last edited by VL-Tone at 05-01-09 11:16 AM) Link
Time: Now - Date: Today - Weather: What can be seen outside. - Mood: How it feels. Answer to the universe: 42
Originally posted by messiaen

I'm almost certain the sample rate is constant, what changes is just the pitch of the sound produced. For instance, all Mario ingame sounds are transposed two semitones down.

There is no automatic way to rip the sounds in the right pitches because this information is a very complicated set of data, basically in the same format as the sequenced music but called " on demand" for each individual sound. The control.h isn't of help here.



Unless you use some Fourrier transformation to be able to change the pitch while keeping the sound length constant, changing the pitch of a sound is equivalent to changing the assumed sample rate of the sound.

The sound engine more than probably has some base sample rate matching a particular base note on the scale. Probably C or A. So playing a sound with note C at some octave will be equivalent to playing the sound at the base sample rate (which may be 16khz or 22khz, I don't know). If the sound is played at an octave higher than that, it is functionally the same as assuming that the original sample rate is doubled (like 44khz for example).

The original sample rates of the different samples may not all be the same, but the sound engine compensate by playing them at different pitches, even as the original sample rates values may well not be in the ROM.

So RicoElectrico, to answer your question, you'll have to find yourself what was the original sample rate of each sound, and change it using a program like Audacity (which I'm pretty sure can change the assumed sample rate).


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messiaen
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Posted on 05-01-09 02:46:11 PM Link
Originally posted by VL-Tone
Originally posted by messiaen

I'm almost certain the sample rate is constant, what changes is just the pitch of the sound produced. For instance, all Mario ingame sounds are transposed two semitones down.

There is no automatic way to rip the sounds in the right pitches because this information is a very complicated set of data, basically in the same format as the sequenced music but called " on demand" for each individual sound. The control.h isn't of help here.


Unless you use some Fourrier transformation to be able to change the pitch while keeping the sound length constant, changing the pitch of a sound is equivalent to changing the assumed sample rate of the sound.

The sound engine more than probably has some base sample rate matching a particular base note on the scale. Probably C or A. So playing a sound with note C at some octave will be equivalent to playing the sound at the base sample rate (which may be 16khz or 22khz, I don't know). If the sound is played at an octave higher than that, it is functionally the same as assuming that the original sample rate is doubled (like 44khz for example).

The original sample rates of the different samples may not all be the same, but the sound engine compensate by playing them at different pitches, even as the original sample rates values may well not be in the ROM.

So RicoElectrico, to answer your question, you'll have to find yourself what was the original sample rate of each sound, and change it using a program like Audacity (which I'm pretty sure can change the assumed sample rate).



Whoops, I did some confusion . As the frequency gets lower/higher, obviously the wave lenght is increased/decreased accordingly. In general, the trouble with the N64 is that all audio synthesis is software based, so your best option of capturing the samples in the right pitch is through the audio output of the emulator. That's why its pretty much impossible to have a "audio replacement" like textures, and why audio plugins are mostly low level as opposed to high level emulation of 3d graphics (display lists).
RicoElectrico
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Posted on 05-01-09 03:14:28 PM (last edited by RicoElectrico at 05-01-09 12:15 PM) Link
What I wanted to do is to avoid manual selection the right sound... failure.
SRIP can be forced to rip @ 16 kHz but only globally... it's better than nothing.
There's no reason to store sfx with transposed pitch (it's more RSP intensive) but there IS one to store with lower sample rate: to save precious space in the rom. Voice clips just don't need to be HQ like instrument samples.
paulguy

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Posted on 05-02-09 01:07:07 PM Link
I believe there are programs out there that'll change the header sample rate in an audio file, without touching the actual data, if that's the issue. Otherwise, it can be done with a hex editor.
dragon123
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Posted on 02-14-10 03:36:09 PM Link
Changin mario sound.... mmmmm

____________________
if you want to have fun make hacks!

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DigitalBasic
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Posted on 02-14-10 04:05:32 PM Link
...why did you bump this freaking topic that is 10 months old?

With a pointless post?

Read the sticky threads, look around a bit more, learn what is proper here.

Final warning. Already had to change your avatar.

____________________

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Jul - SM64 Hacking (Archive) - SM64 Sound Hacking New poll - New thread - Thread closed


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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Latest HTML specification: http://dev.w3.org/html5/spec-author-view/
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Lobby your company to join the W3C: http://www.w3.org/Consortium

Do you speak a language other than English, or a different variant of
English? Consider helping us to localize HTML Tidy. For details please see
https://github.com/htacg/tidy-html5/blob/master/README/LOCALIZE.md