Originally posted by KCat
Originally posted by koolaidman
2.) Using N64 Sound Tool and MIDI Tool, I was able to extract all the data necessary to recreate the music.
3.) The sequence data was converted to MIDI, while the samples from MUSIC.bin were used to create a soundfont. The MIDI sequences with patch changes were split with a program so that each instrument has it's own channel.
I'm curious about this bit. How exactly was the sequence data converted to MIDI? What was the original format? I ask because it seems there was a problem with handling the pitch bend, which is most obviously heard in track 49 or 50 (00000032 00051D24):
https://www.youtube.com/watch?v=UbfcXpFTXks (song in the final game)
https://www.youtube.com/watch?v=nm-PBRWkh4M (from the reconstructed OST)
I don't believe the difference in pitch can be attributed to being an earlier version of the song, given how note-for-note similar it is otherwise. There's some other songs that stick out with off-key notes as well. If I could understand the format of the original sequence data, and how it was converted to MIDI, I could try to help figure out what may be wrong in the conversion.
All that said, I've extremely impressed with all the work that's been done in this thread. The model data extraction also has my interest piqued.
Rare games sometimes used the AMSeq format for their N64 games. I told SubDrag that there was data in AUDIO.bin that looked like the sequence format in Diddy Kong Racing and he was able to add support in N64MidTool for it. There are some problems with the converted sequences as I said when I released everything, here are some that I encountered:
1.) Pitch problems - as you said, there are some pitch problems in songs that heavily depend on it. For the song you listed I tried to shrink the pitch change values but nothing seemed to sound quite right so I left it to go work on other songs. For that song in particular I knew it was exactly the same as the one used in SFA so I figured it wasn't important to fix that particular one, but you're right that there are more that aren't used that have the same problem. But sometimes there were songs (like Discovery Falls) where the pitch changes are actually too weak. And most of the other songs had pitch changes that were just right. So you'll have to talk to SubDrag about this one.
2.) Program/Patch changes mid song - this wasn't much of a problem since ValleyBell's program worked wonderfully to split the individual channels that had changes and carry their pitch/patch settings over. But since it was an automated process it might've messed some stuff up (in fact there were one or two songs that didn't want to go through his program so I had to resave the MIDI file from a DAW elsewhere and open that up instead). One song that really had this problem bad was the Northern Wastes one. This song is really crazy as it basically has 3 songs in one MIDI file (a lot of the songs do this), each song with it's own channels and using some channels from the other songs. Thankfully I was able piece together something based on IOnEI Falcon's 1 hour video and the officially released version (during the game's original production) but it still sounds inaccurate because I wasn't as familiar with the song at the time so I just left it as is. There were a lot more problems with this song specifically which I'll get into later.
3.) Possible missing channels/notes - not as much as a problem because there weren't many places where it seemed like it was missing channels/notes. The only places that seemed noticeable were the ones for the Test of ____ tracks and Ice Mountain Race where the vocals were missing but the voice samples are actually still in MUSIC.bin (where all the other instrument samples are kept). The officially released music from DP was probably not taken directly from an N64, so there were probably some things that needed to be fixed during the conversion process to the game.
4.) Incorrect notes - also not as much of a problem, but there were some songs that seemed to be using the wrong samples (originally, Discovery Falls was like this but was an easy fix). This might have more to do with the soundfont I made rather than the converted MIDI, but I remember double checking this to make sure it wasn't a problem in other songs but I still ended up having the same problem here and there. (00000052 00081BD8 being the biggest case since nothing seems to work for it and there's no telling what the original sounded like).
5.) Problems with the soundfont - As I said, the instrument samples were taken from MUSIC.bin. The samples were extracted with N64SoundTool, which also has it's share of problems too. Luckily, the majority of the samples in MUSIC.bin were exactly 22khz, but there were still some that had a different rate. I had to manually fix this in Audacity, but since the samples had to be rerendered I lost the root key and loop point for the sample so these had to be recalculated. As a result, there are some parts where the instruments sound a little off, the biggest offender being the piano patch (which I still have no clue how to fix since it appears to be right but still sounds way off). To make matters worse, a lot of the patches used a variety of samples (for instance, there was one patch that had vocal expressions, drums, AND sfx all in one) and to top it all off, instead of having each sample have one root key the game spans the sample across multiple keys in range of the root key. Luckily I don't think I messed that up, but there might be problems with some of the samples themselves still.
6.) No looping - can't be helped I think. You can use some creative license to make up your own loop point for the song though. A lot of the songs sound very good even without a loop, like a soundtrack version.
For a lot of these problems you'll have to take it up with SubDrag since he understands the format a lot more than I do. Again, I'm an amateur at audio stuff so this stuff took a huge part of my time to figure out. Would it help if I shared my FL Studio project files? I don't know if it'd work for anyone else's set up though but it would beat having to do the same work I did over again just to fix a few mistakes.
(btw I forgot to mention, if anyone doesn't like the reverb/post effects I added to the mixes you can open up the converted MIDIs and the soundfont in SynthFont. I just added a few effects to make it sound a bit nicer).
EDIT: Ack I'm noticing a lot of problems now that were oversights when I worked on this stuff in FL Studio where I used the wrong patches. You can hear more correct versions in SynthFont. I'll go back and fix these when I have more time in December. swhgpuiswergiuwgh
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