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by CyberBotX at 8:59 PM EDT on May 1, 2013
I've been doing a little more research and I see a lot of things that say the Hann window is best for when you are unsure what kind of data you have, and considering how the data we're dealing with could be anything in nature, I believe that the Hann window is the way to go. I will update the plugin so it contains only the Hann window for Sinc interpolation.

Also, fincs finally checked out the issue I had with the ADSR of Knights in the Nightmare and concluded that it was using invalid values for the decay (it has a 0xFF which isn't technically valid). I'm actually doing some checking to see if I can find any other music that ever runs into similar issues, but that might take some time. As a result, I will not have the update for the plugin quickly.

As for Knurek's issue with EO3, I'm not sure if it's just me or not, but I cannot hear the missing instrument in the song (it also doesn't help that I have to wait until it gets to the 2 minute mark). Something that would be more helpful is if there was a song with an issue very early on, like in the first few seconds. At first I had thought that maybe it was also an ADSR problem, but that song doesn't hit the code which checks for an invalid ADSR value, so it's not that.

Also, I am going to have to speak with kode54 about the interpolation buffer he added. It seems that some songs start overpeaking or popping or something on ANY interpolation if there is no ReplayGain on the tracks, which in essence is going to cause the calculation of ReplayGain to be flawed as well. Strangely, it only happens when interpolation of any sort if used, and doesn't happen if I turn off interpolation.
by Knurek at 4:02 AM EDT on May 2, 2013
0:03-0:04 in the sample I posted, that's where the missing instrument starts. One of the (background, granted) sections of the song seems to fade out very quickly, compared to the 2SF rip.

Anyone else not hearing that?

Looking at the SWAR files, either sample 0E.swav or 0B.swav are the culprits here. Hope this helps.
by cooljacker at 6:22 AM EDT on May 2, 2013
This is a very nice alternative I must say :)
So will there be options to mute instruments or something like that (already was mentioned for Rune Factory 3 water noise)?
I rememember I used this vio2sf menu to find and mute the damn water before dumping the track to wav
screenie

Edit - another small thing:
Made a test for Summon Night: Twin Age (corresponds to [Summon Night Twin Age - Seireitachi no Kyoumei] (2007-08-30)(Flight-Plan)(Banpresto).7z from joshw)
and I notice the drum thingy instruments are a lot quieter in NCSF rip in these tracks:
0002 - bgm102_dungeon03.minincsf (Strength of the Sword from 2sf rip)
0003 - bgm120_Boss.minincsf (Boss Jam)
and maybe on one or two track more. Don't know what the volume for those should be on the real NDS (don't own it anymore).
Here's a NCSF rip:
http://ryushare.com/hmrskqsjz9ev/SNTA_NCSF.rar

edited 9:04 AM EDT May 2, 2013
by CyberBotX at 1:51 PM EDT on May 2, 2013
Knurek, the samples you posted are all well and good, but I need to be able to hear it in the actual plugins (both the 2SF and NCSF ones), and having to wait for 2 minutes of song is a bit much to try hearing differences. The main reason I was able to get fincs to fix the issue with that one Knights in the Nightmare track is because it happens right in the beginning and was easy to check back and forth between the 2 sets. Plus, there is a possibility that the issue may have been fixed as some point, so hearing it in the plugins is better than using the samples provided.

cooljacker, this is the first time I'm even seeing that window. :o I wonder how recently that got added to vio2sf. I know that the official vio2sf that is in the DeSmuME tree has a Sound View window of some sort, but my own 2SF plugin doesn't have that (I never took the time to port that code over). As it stands, I may have to make a modification of the NCSF specification to allow for changes to the SDAT.

As for the volume, I believe NCSF might possibly be quieter than 2SF, if only because of the utilization of the volume from the info block of the SDAT for the SSEQ. I could check sometime to see how it sounds on the actual DS. As an aside, I technically have the NCSF rip for Summon Night: Twin Age already, but it's untagged. I might actually modify the NCSF listing page to include both tagged and untagged sets, since I do have a few other sets that I ripped but haven't tagged yet. (Note: Even if there is a 2SF set for any of them, I'd still leave them untagged right now because I've got other things going on.)
by cooljacker at 7:05 AM EDT on May 3, 2013
Thank you very much for replying, CyberBotX!
About the vio2sf, it was actually unofficial version compiled from desmume repositories and it was done by a kind person from here but I forgot who it actually was :(
I keep the version for Winamp 5.x (both files go to plugin directory), could be useful so here it is anyway
http://ryushare.com/9i6i6vnttoda/viowmp5.rar

edit - GANO compiled it

edited 7:13 AM EDT May 3, 2013
by CyberBotX at 3:48 PM EDT on May 7, 2013
Alright, so it took me some time for testing and all that, but I have uploaded a new version of in_ncsf just now. On top of it replacing the Lanczos window with the Hann window for the Sinc interpolation, I also made my own version of a ring buffer to handle the SWAVs in a bit nicer of a fashion (and it also doesn't have sample lag at all). I still have to give big thanks to kode54 for his original implementation, as if it wasn't for him, I never would've realized that I even needed a ring buffer in the first place. One other thing I should point out is that I apparently did the clamping completely wrong (16-bit integers do NOT go between -0x7FFF and 0x8000, they go between -0x8000 and 0x7FFF) which is what was causing the clipping-like sounds (I lied, it happened even with no interpolation, and was an error on my part). This has been fixed now, and I decided to use std::numeric_limits to make sure I can't get it wrong again.

I think now that I have the plugin in a bit of a better position, I will probably start working on the tools again. Before that, though, I am going to clean up my local source tree for in_ncsf and put it up on github.

cooljacker, do you happen to have the source of that vio2sf? The RAR only contains the compiled version, so I wouldn't be able to implement something like it into in_ncsf (or even my version of in_2sf) without the source code.
by cooljacker at 4:13 PM EDT on May 7, 2013
I think the source is here
http://desmume.svn.sourceforge.net/viewvc/desmume/trunk/tools/vio2sf/

http://desmume.svn.sourceforge.net/viewvc/desmume/trunk/tools/vio2sf/src/

edited 4:16 PM EDT May 7, 2013
by CyberBotX at 4:50 PM EDT on May 7, 2013
Ah, indeed it is. I can look into trying to integrate that into my plugins at some point. It's not really high up on my list, though. I really want to put the plugin to the side for now and work on the tools some more, they have been collecting dust because of all the plugin work.
by cooljacker at 5:18 PM EDT on May 7, 2013
Whenever you do it (if it can be done), it'll be great. Waiting is not a problem :D
by Franpa at 2:54 PM EDT on May 8, 2013
Knurek told you the missing instrument happens right at the start of the file... not 2 minutes in.

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