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by starerik at 6:16 PM EDT on October 10, 2014
I'm not sure what I'm supposed to have read that I apparently haven't. I know they have the files, but your posts won't change their minds, probably just makes it worse. An emoticon won't make a death threat less fucked up.
by (!!!!!) at 7:06 PM EDT on October 10, 2014
Much respect to Crediar and any other guys involved with audio dumping. Will there be another batch with the remaining audio files like MurraySkull pointed out. Also it seems that the audio from the CG cutscenes are 6 channel (Pompy_Intro_Cine_5.1 for example) and vgmstream currently lack support 6 channel BFSTMs.

3 disk console generations with Nintendo and still 32khz ADPCM, shameful.
by Mouser X at 8:24 PM EDT on October 10, 2014
Technically, VGMstream *does* support 6 channel audio. Most likely, the problem is your soundcard. VGMstream doesn't do *any* post-processing whatsoever. So, if the audio is six channels, VGMstream will play the file just fine. But when it outputs the resulting audio (in its "pure" (aka unaltered, so all 6 channels seperately) form), and your soundcard can't support it, it chokes because there's no where for the resulting audio (in 6 channels) to go. Most likely, you need to tell Winamp (or your audio player of choice) to force all output to 2 channels. Sometimes you need to get a new plugin (if using Winamp) to do that.

One way to verify that VGMstream is working is to use the "test.exe" program to output the BFSTM to a WAV file. To do that, you'll need to run "test.exe" in the command prompt. Sometimes you can open the command prompt by hitting the "Start" key and "R" at the same time, and then running "cmd" in the dialog box that comes up. For more info, I suggest researching command prompt usage on Google.

Hope that helps. Mouser X over and out.
by (!!!!!) at 8:45 PM EDT on October 10, 2014
6 channel audio works fine for me, I've been able to play 6ch files in the past before on winamp and only had to convert through vgmstream's test executable with 8ch or odd number channel files. Oh and I my mistake not BFSTM but the ddsp format that DKCTF uses. Even the test executable says that the file is 2 channels even though that cannot be the case. Only 39 seconds and has a file size of over 4MB while a pretty decent length song 2:33 that is only 2 channels is only 2.6MB.

edited 1:51 AM EDT October 11, 2014
by crediar at 2:35 AM EDT on October 11, 2014
All the music in the game is 2 channels.

There are cutscene tracks which are 6 channels and sound effects which are 1 channel or 3.

The .ddsp format only supports 2 channel DSP and only when the file also has 2 channels since it uses HALF the file size to find the 2nd DSP header.
by starerik at 6:12 AM EDT on October 11, 2014
I agree, !!!!!, I was disappointed when I saw it's still 32 kHz. Why not just up it to 44.1 kHz already? I'm curious to what the Wii U is actually outputting, since the previous consoles since SNES (except for N64 which had an odd number) could only output 32 kHz at max. Which is pretty silly because on the boxes it says "CD quality sound", heh.

I'm really hoping this was just an old habit from Retro's part and most other games have better quality music.

Edit: Looking through the Wii U SDK it seems that it outputs at 48 kHz.

"The DAC is an external 16-bit stereo DAC that processes audio data at a sampling frequency of 48 kHz (fixed)."

It also says that when audio is 32 kHz it will be converted to 48 kHz, so I really don't know why Retro were being cheap here. It's not that they need to think about disc space.

edited 12:45 PM EDT October 11, 2014
by MurraySkull at 11:07 AM EDT on October 11, 2014
Still waiting for the remaining files.

Also, I had no problems converting any of the files to .MP3, including Pompy Intro.
by TheUltimateKoopa at 4:24 PM EDT on October 11, 2014
MurraySkull? You said you removed duplicates. There are still duplicates (or triplicates in one case).

Homecoming Hijinx = Cliffside Slide
Title = Title Alternate
Amiss Abyss Land = Blurry Flurry Start = Crumble Cavern
by MurraySkull at 4:32 PM EDT on October 11, 2014
I'll get rid of those in my next upload.
by (!!!!!) at 12:25 AM EDT on October 12, 2014
@Crediar I know a few stage tracks use multiple files to accommodate for ddsp limitations of being multi-channel. Is it the same for cutscene tracks/sfx or do they use BFSTMs or another audio format that enables more or less than 2 channels?

@Starerik Hopefully its just a case of Retro slacking off but I doubt unless anyone can confirm audio sample rate from other game's music like MK8.

@MurraySkull You were able to get the music from Pompy's Intro other then the left channel only?

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