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).
Source WAV file included:
Last edited by Yave Yu on 6 Aug 2022, 16:02, edited 6 times in total.
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).
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:
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:
Then, I'll play Thwomp sound after timeout instead
Added after 9 minutes 25 seconds:
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?
Source WAV file now uploaded֍
Thanks for info, but I still find SMB3's Larry death sound is faster.
Here it is: (WAV file)
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֎
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.
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.
Drank this, tasty a lot
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
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!
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
Added after 5 minutes 2 seconds:
Try fork version called Mesen-SX
Last edited by Yave Yu on 24 Jul 2022, 16:06, edited 1 time in total.
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...
I recorded Ice Ball (From SMW Hack: The secret of 7 Golden Statues)
Added after 20 hours 24 minutes:
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:
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
Added after 1 day 2 hours:
zelda-fire has click sound
Some exclusive cubic SFX's for Nostalgic Paradise:
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.
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