New SMBX Sound Pack that won't lose hi-freq

Description: Casual SMBX discussion.
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Post #1by Yave Yu » 21 Jul 2022, 8:11

Did you feel PGEMoondust, SMBX-38A, and SMBX2's sound effects are little glumly? Because of Gaussian interpolation, hi-freq are gone! I know Gaussian is original SNES hardware's interpolation, but on modern device it sounds terrible due to lacks hi-freq, so I decided to record entire new sound effects from scratch, use Mesen-S the SNES emulator, it can edit SPC memory also has cubic interpolation audio, and it's newer emulator with high accuracy. Now here it is.
Note: I don't like “do” share “coin” sound, so “do” now is confirm sound (or correct sound in SMB1's maze level).

Download:
Cubic_SMBX_Sound.7z
(4.71 MiB) Downloaded 9 times

Source WAV file included:
Cubic_SMBX_Sound_SourceWAV.7z
(8.36 MiB) Downloaded 6 times
Last edited by Yave Yu on 6 Aug 2022, 16:02, edited 6 times in total.

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Post #2by Yingchun Soul » 21 Jul 2022, 11:52

No more PGE, it's now "Moondust".
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Post #3by Wohlstand » 21 Jul 2022, 17:53

Quick question: Did you try to re-capture sounds and process them yourself? Or took my OGGs as a source?
If you took my OGGs as a source, that's a bad idea, because you'll hurt the quality. If you would want to use my sounds, you better take WAV version of my pack (I kept it for such cases you can safely mod them as you want without damages to the quality).

use Mesen-S the SNES emulator
Okay, that says all. Could you also upload the WAV version of your work? I mean in original state as before compression into OGG. Just to preserve the pure uncompressed form for any future needs.

Added after 2 hours 4 minutes:
- wart-die: Wohlstand's has 8 extra sounds before Wart cry, but in offical game, when you hit Wart last time, he cry directly, no extra sounds before.
That was added for Larry Koopa's death and this sound prefix is spinning off his shell before it gets flee up with a well-known sound. I do think, we need to have next then:
- take from SMW Ludwig's death sound.
- play shell spin sound on Larry Koopa before the shell gets flee up.
- play the ward die sound without Larry's shell spin on Wart's death.
I can make that easier on the TheXTech side, but, for older asset packs the original SMBX behaviour will be kept.

Added after 38 seconds:
bowser-killed: Wohlstand's has fallen sound at end, my don't, I think it's unnecessary.
Then, I'll play Thwomp sound after timeout instead :huaji:

Added after 9 minutes 25 seconds:
- zelda-died: Won't include fallen sound at end, because Link in SMBX just throw out, not fallen on ground.
This one I took from one of Solarus's games where it had enough quality for our needs.

Added after 24 minutes 25 seconds:
P.S. My the sounds I captured from SNES9X, I used cheats to disable music playback to make game play sounds only.

P.P.S. Could you also record the next sounds? (for TheXTech needs)
- Swooper flap (SMW)
- Ludwig's death (SMW)
- P-Switch timeout (SMW)
- Vine sprout (SMAS)

Anyway, trying to review sounds, and I hear some of them were better yours (most of Zelda), but some were better mine:
- birdo-beat/spit: Your sounds a bit dirtier and with lesser bass level
- block-smash: your sound cleaner, I like this
- boss-beat: your sound cleaner, also good shot ;-)
- do: You have one junk click in a playback, please remove it.
- player-died: your sounds a bit dirty (at right ear)
- player-jump: your sound is a bit noisy (like played on a magnetic tape player)
- player-shrink: your sound a bit dirty
...

But, right, as before the gaussian algorithm was used to smooth the result, you used the cubic one, and that says why some sounds were dirtier, as they were dirty in original form. Am I correct?

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Post #4by Yave Yu » 22 Jul 2022, 4:31

Wohlstand wrote:Okay, that says all. Could you also upload the WAV version of your work? I mean in original state as before compression into OGG. Just to preserve the pure uncompressed form for any future needs.
Source WAV file now uploaded֍

Wohlstand wrote:That was added for Larry Koopa's death and this sound prefix is spinning off his shell before it gets flee up with a well-known sound.
Thanks for info, but I still find SMB3's Larry death sound is faster.

Wohlstand wrote:P.S. My the sounds I captured from SNES9X, I used cheats to disable music playback to make game play sounds only.
I see :huaji:

Wohlstand wrote:P.P.S. Could you also record the next sounds? (for TheXTech needs)
- Swooper flap (SMW)
- Ludwig's death (SMW)
- P-Switch timeout (SMW)
- Vine sprout (SMAS)
:huaji: Here it is:
TheXTech_Sounds.7z
(225.68 KiB) Downloaded 8 times
(WAV file)

Wohlstand wrote:do: You have one junk click in a playback, please remove it.
I don't know why it has a click noise at end, even though it has nothing on wave form.
I re-record it, now that click noise gone... for I don't know whatever reason֎

Wohlstand wrote:But, right, as before the gaussian algorithm was used to smooth the result, you used the cubic one, and that says why some sounds were dirtier, as they were dirty in original form. Am I correct?
I guess because SNES couldn't produce super clear hi-freq audio with other-freq, so cubic and sinc may cause dirty? I think they are not very dirty though.
About player-shrink, I hope it could have a little difference to warp, so I slightly lowered it's pitch (-1.75 semitone), of course a little slower too.

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Post #5by Wohlstand » 22 Jul 2022, 4:37

Yave Yu wrote:Source WAV file now uploaded֍
sUper :doge:

Yave Yu wrote:Thanks for info, but I still find SMB3's Larry death sound is faster.
Let's compare/capture both, so, I think, Larry now should have own unique sound, and let Wart have the same cry sound as in original SMB2 game.

Yave Yu wrote:Here it is:

TheXTech_Sounds.7z

(WAV file)
Drank this, tasty a lot :huaji:

Yave Yu wrote:I think they are not very dirty though.
I listen carefully via headphones, and I can hear the significant difference between samples. Some of them sound better as you recorded, but some sounds a bit dirtier, like you resampled them without interpolation which adds the extra noise making sound more like circular saw sawing the steel :doge:

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Post #6by Yingchun Soul » 22 Jul 2022, 6:23

Also: Click sound found in the "wart-bubble"
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Post #7by Yave Yu » 22 Jul 2022, 8:10

Yingchun Soul wrote:Also: Click sound found in the "wart-bubble"
Updated now, fixed this issue.
Also player-shrink I re-recorded from game, now I won't lower its pitch.

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Post #8by Yingchun Soul » 22 Jul 2022, 12:31

Cubic sounds dirty, Sinc doesn't.
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Post #9by Yave Yu » 22 Jul 2022, 14:36

Yingchun Soul wrote:Cubic sounds dirty, Sinc doesn't.
Sinc did well, but I have some problem on SNES emulator.
Seems only Snes9x has Sinc interpolation, but Snes9x doesn't have audio recorder, can record AVI though, however this feature is a bit terrible, recorded AVI usually have lots of click pop noise regardless codec, and one more annoying thing is... Snes9x will keep silent when recording AVI, extremely annoying! So I have no choice to use other SNES emulator. BizHawk did many feature well, record audio, has Hex Editor, but those SNES core are no interpolation option (2.8 is latest stable version at this moment), only Gaussian, so you can see, Mesen-S is only option I can record sound effect with hi-freq, because it has Cubic interpolation... only this, disable this will use Gaussian, no Sinc.
Cubic also uses similar algorithm to Gaussian, just because use negative weights for two of the samples, it could produce hi-freq audio. For many reason Cubic is a nice option for keeping hi-freq but other thing same as Gaussian.
For me, these Cubic sound effect is enough.

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Post #10by Yingchun Soul » 22 Jul 2022, 14:39

Yave Yu wrote:
Yingchun Soul wrote:Cubic sounds dirty, Sinc doesn't.
Sinc did well, but I have some problem on SNES emulator.
Seems only Snes9x has Sinc interpolation, but Snes9x doesn't have audio recorder, can record AVI though, however this feature is a bit terrible, recorded AVI usually have lots of click pop noise regardless codec, and one more annoying thing is... Snes9x will keep silent when recording AVI, extremely annoying! So I have no choice to use other SNES emulator. BizHawk did many feature well, record audio, has Hex Editor, but those SNES core are no interpolation option (2.8 is latest stable version at this moment), only Gaussian, so you can see, Mesen-S is only option I can record sound effect with hi-freq, because it has Cubic interpolation... only this, disable this will use Gaussian, no Sinc.
Cubic also uses similar algorithm to Gaussian, just because use negative weights for two of the samples, it could produce hi-freq audio. For many reason Cubic is a nice option for keeping hi-freq but other thing same as Gaussian.
For me, these Cubic sound effect is enough.
My side of Mesen-S 0.4 can't enable cubic interpolation so only gaussian mode! I wanna rip some other sounds (e.g. SMB1 Death) via cubic interpolation!

mesens 111.PNG
mesens 111.PNG (4.87 KiB) Viewed 258 times
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Post #11by Wohlstand » 22 Jul 2022, 16:59

Yave Yu wrote:can record AVI though
I used Audacity to record computer's audio :doge:

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Post #12by Yave Yu » 22 Jul 2022, 17:32

Wohlstand wrote:I used Audacity to record computer's audio :doge:
I consider emulator first because they are stricted by frame (at least on Mesen-S & BizHawk), not influence by suddenly frameskip, speed up or down, final recorded result is regular stable speed :huaji:

Added after 5 minutes 2 seconds:
Yingchun Soul wrote:My side of Mesen-S 0.4 can't enable cubic interpolation so only gaussian mode! I wanna rip some other sounds (e.g. SMB1 Death) via cubic interpolation!
Try fork version called Mesen-SX :doge:
Last edited by Yave Yu on 24 Jul 2022, 16:06, edited 1 time in total.

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Post #13by Yingchun Soul » 23 Jul 2022, 2:38

OK, So could you record YI's Ice Watermelon SFX? Those are iceball-related SFX.
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Post #14by Yave Yu » 24 Jul 2022, 16:05

Yingchun Soul wrote:OK, So could you record YI's Ice Watermelon SFX? Those are iceball-related SFX.
Seems Yoshi's Island couldn't play sound effect directly via modifing RAM, unlike SMAS and SMW, so unforunately...
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Post #15by Yingchun Soul » 25 Jul 2022, 13:14

I recorded Ice Ball (From SMW Hack: The secret of 7 Golden Statues)

Ice Balls.7z
(7.2 KiB) Downloaded 10 times


Added after 20 hours 24 minutes:
Yave Yu wrote:Seems Yoshi's Island couldn't play sound effect directly via modifing RAM, unlike SMAS and SMW, so unforunately...
That means I have to use LadiesMan217's YI Port, which includes SFX.Use "Work RAM" then input the sound ID. I recorded them all.

Added after 15 minutes 36 seconds:
lightgrab.7z
(26.89 KiB) Downloaded 7 times

Light Grab has click sound. I recorded without click sound (48 KHz).

Added after 17 minutes 52 seconds:
Two YI SFX's from LadiesMan217's Port
2 YI SFX.7z
(31.46 KiB) Downloaded 12 times


Added after 1 day 2 hours:
zelda-fire has click sound
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Post #16by Yave Yu » 5 Aug 2022, 17:46

zelda-fire has click sound
Fixed and updated.

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Post #17by Yingchun Soul » 6 Aug 2022, 15:48

Some exclusive cubic SFX's for Nostalgic Paradise:

Nostalgic Paradise Cubic SFX.7z
(1.17 MiB) Downloaded 3 times


I combined Shell Hit and Bullet Bill for sm-killed.
Goal Tape is combined with Yave's and my rendition of VGMusic SMW Boss Beat MIDI.
Others recorded by me. (level-win mixed with checkpoint and SMB1 goal)
The door sound is reference of Wohlstand, instead of Yave's direct.
Stardream Studios Creator, Advanced Sample Library Maker.

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