I got bored and made an "alien ship" type drone sound. It can be used for Death Egg. You'd never guess what the source material for this sound was... It is not ripped from another game but an original creation and is released under the "Creative Commons Attribution-Share Alike 3.0 United States License." http://www.box.net/shared/ggmjgqa3q2
That's very particular Oneki Kai! Let me take the opportunity to tell everyone we have a perfect soundrip of all original S2 SFX at the moment. However, since we're planning to test higher quality sounds, if you have the ability to rip higher quality version of the Sonic sounds from other Sonic games, please post them here to our attention. Thanks!
There is nothing wrong with having some basic waveforms. Providing that the sample rate is above 44100Hz. Because that's the limit of our hearing.
Trust me, it's not. Even though the nyquist of a 44.1KHz waveform is 22.05KHz, which is above the human hearing range, 44.1 is not the limit of optimal sample rates. At 44.1 KHz, an A7 note has only 25 samples to complete the waveform cycle. That's pretty limited resolution. I would personally say 96KHz is the max common sample rate before further gains are too difficult to detect, but higher rates are useful for archiving. -Begin Rant- Also, why should we focus on old sound effects? If that's what you want, just use the SADX PC sound effects. They're only 22KHz, but they still have the resolution of the Genesis. This project needs to sort out what it wants. To me I hear "We want modern, HD material that's exactly like the original!" This applies to what I've seen art, music, and sounds. Using a bunch of FM generated effects is not HD, it's just copying the original. I have trouble with the music too. So far it's just been a matter of posting something and getting a thumbs up or down. The management for this project needs to decide what they want and spell it out in a place that I don't have to dig forty pages to find. The issue with the sound effects and art applies to music: You want it to be modern while still being completely classic. Pick one. completely classic. Pick one.
I disagree, I think the duality and contention between the classic v. modern is useful, in that we aren't pushed too far in any particular direction. If we say, "ok modern", then we become stuck in a particular direction, a rather nebulous one. We need to keep the progress a continuing compromise between both. Especially given the nature of this open source project, in general we don't want to push anyone out. Just classic is too restrictive, just modern is too vague. What we can do, is make a final decision on a few pieces of music, perhaps through a vote, and then it will become clear in what ways new submissions should be -like.
Sorry, I meant to say CD quality. But if you read what I said I did say some effects. It's like the water jumping, machinery noises should all be changed because the Megadrive did the best it could emulating real sounds but there are some that are so characteristic to sonic that they should stay in there. With these, they should be at a higher sample rate but keep the basic waveforms, like the jump which is just a saw wave gliding up.
The jump, eh? http://www.box.net/shared/94a3oj96j0 Fresh off the synthesizer. Now waiting to hear the standard "how imperfect they are" I seem to get: Too close to the original, too far, too loud, too stereo, to perfect, too simple.
S2HD isn't open-source, so the general rules for open-source projects don't apply here. With regards to the sampling rate, both the YM2612 and PSG used sampling rates over 100 kHz. Of course, this isn't really feasible on most systems. Sound cards using an AC'97 codec, for instance, typically support a maximum sampling rate of 48 kHz. Or, you could use an alternate method: generate sound effects on the fly! (Similar to how it's done on the original system.) That way, you could dynamically increase the sampling rate and resolution for higher-end systems, and decrease them for lower-end systems. (Think SVG for audio.)
-edit- I really don't recommend real time synthesis. The graphics engine will probably already be a CPU whore. Also, for a bit of comic relief: The Alien Ship sample I suggested for the Death Egg at the beginning of the topic was made with the reverb tail for a fart sample from Dungeon Keeper 1. Making that sample required: -Applying compression to the tail so that it sustains. -Bi-directional looping -Pitch shifting -An LFO set to slight panning -Delay -Resonant Delay -Trim and loop