Sound Effects

Discussion in 'Sonic 2 HD (Archive)' started by Oneki Kai, Sep 20, 2009.

  1. steveswede

    steveswede

    Member Member
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    Ask my hand
    Fighting against the Unitary State of Europe
    <!--quoteo(post=353851:date=Sep 23 2009, 03:13 AM:name=Oneki Kai)--><div class='quotetop'>QUOTE (Oneki Kai @ Sep 23 2009, 03:13 AM) <a href="index.php?act=findpost&pid=353851"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->The jump, eh?

    <a href="http://www.box.net/shared/94a3oj96j0" target="_blank">http://www.box.net/shared/94a3oj96j0</a>

    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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    LOL
     
  2. Vincent

    Vincent

    Sonic 2HD - Project Leader & Chara Member
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    Those are the soundrips we're especially interested to listen:

    <b>Sonic R
    Sonic 3D Blast
    Sonic Adventure</b>

    The sound effects must be taken straight off the emulator on highest audio quality settings, possibly played out in a sequence from soundtest with enough space to do not overlap sounds.
    As for the saving, a single or multiple .WAV files at 44kHz or higher.

    That's all we ask for, no more and no less! :)
     
  3. Canned Karma

    Canned Karma

    S2HD Project Manager Member
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    Sonic 2 HD, various 3D work
    <!--quoteo(post=353824:date=Sep 22 2009, 08:57 PM:name=Oneki Kai)--><div class='quotetop'>QUOTE (Oneki Kai @ Sep 22 2009, 08:57 PM) <a href="index.php?act=findpost&pid=353824"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've spelled it out three times already. The last time I did I even gave bullet points for those still not understanding.

    If you didn't see it in the music thread, look harder.
     
  4. Overlord

    Overlord

    ...did we just switch realities? Moderator
    <!--quoteo(post=353919:date=Sep 23 2009, 10:41 AM:name=Vincent)--><div class='quotetop'>QUOTE (Vincent @ Sep 23 2009, 10:41 AM) <a href="index.php?act=findpost&pid=353919"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Those are the soundrips we're especially interested to listen:

    <b>Sonic R
    Sonic 3D Blast
    Sonic Adventure</b>

    The sound effects must be taken straight off the emulator on highest audio quality settings, possibly played out in a sequence from soundtest with enough space to do not overlap sounds.
    As for the saving, a single or multiple .WAV files at 44kHz or higher.

    That's all we ask for, no more and no less! :)<!--QuoteEnd--></div><!--QuoteEEnd-->
    For Sonic Adventure especially, why not just take the actual files straight off the disc image? Surely that will be the most perfect way of doing it?
     
  5. NickAVV

    NickAVV

    Member Member
    I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

    <a href="http://www.box.net/shared/7y2bbt60b7" target="_blank">http://www.box.net/shared/7y2bbt60b7</a>

    Includes:
    •Ring
    •Jump
    •Skid
    •Splash
    •Spindash Charge
    •Spindash Release

    maybe more, having trouble remembering. ;)
     
  6. <!--quoteo(post=353944:date=Sep 23 2009, 06:04 AM:name=Canned Karma)--><div class='quotetop'>QUOTE (Canned Karma @ Sep 23 2009, 06:04 AM) <a href="index.php?act=findpost&pid=353944"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=353824:date=Sep 22 2009, 08:57 PM:name=Oneki Kai)--><div class='quotetop'>QUOTE (Oneki Kai @ Sep 22 2009, 08:57 PM) <a href="index.php?act=findpost&pid=353824"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've spelled it out three times already. The last time I did I even gave bullet points for those still not understanding.

    If you didn't see it in the music thread, look harder.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Gee, you'd think something that important would be posted as a separate topic, even if it cannot be replied to. I said I wouldn't dig for it, so I just won't bother any more.
     
  7. LOst

    LOst

    Tech Members Tech Member
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    <!--quoteo(post=353855:date=Sep 23 2009, 06:28 AM:name=GerbilSoft)--><div class='quotetop'>QUOTE (GerbilSoft @ Sep 23 2009, 06:28 AM) <a href="index.php?act=findpost&pid=353855"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->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.)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Is there anyone here that can port the Sonic 2 sound engine to C code, and use DirectSound to generate the waves? It is too much to ask for really :P

    We don't want to emulate the Z80 but we need to emulate YM2612 for that. I am not qualified for sound programmer at this stage.
     
  8. nineko

    nineko

    I am the Holy Cat Tech Member
    <!--quoteo(post=354214:date=Sep 24 2009, 01:08 PM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Sep 24 2009, 01:08 PM) <a href="index.php?act=findpost&pid=354214"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Is there anyone here that can port the Sonic 2 sound engine to C code?<!--QuoteEnd--></div><!--QuoteEEnd--><a href="http://forums.sonicretro.org/index.php?showtopic=12692" target="_blank">Cough</a>.
     
  9. Phoebius

    Phoebius

    Coucou Member
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    iOS Game
    <!--quoteo(post=354082:date=Sep 24 2009, 12:45 AM:name=NickAVV)--><div class='quotetop'>QUOTE (NickAVV @ Sep 24 2009, 12:45 AM) <a href="index.php?act=findpost&pid=354082"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

    <a href="http://www.box.net/shared/7y2bbt60b7" target="_blank">http://www.box.net/shared/7y2bbt60b7</a>

    Includes:
    •Ring
    •Jump
    •Skid
    •Splash
    •Spindash Charge
    •Spindash Release

    maybe more, having trouble remembering. ;)<!--QuoteEnd--></div><!--QuoteEEnd-->

    The water and the ring sounds are just awful.
     
  10. LOst

    LOst

    Tech Members Tech Member
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    <!--quoteo(post=354216:date=Sep 24 2009, 03:22 PM:name=nineko)--><div class='quotetop'>QUOTE (nineko @ Sep 24 2009, 03:22 PM) <a href="index.php?act=findpost&pid=354216"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=354214:date=Sep 24 2009, 01:08 PM:name=LOst)--><div class='quotetop'>QUOTE (LOst @ Sep 24 2009, 01:08 PM) <a href="index.php?act=findpost&pid=354214"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Is there anyone here that can port the Sonic 2 sound engine to C code?<!--QuoteEnd--></div><!--QuoteEEnd--><a href="http://forums.sonicretro.org/index.php?showtopic=12692" target="_blank">Cough</a>.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    I will definitely look through that! Thanks!
     
  11. Vincent

    Vincent

    Sonic 2HD - Project Leader & Chara Member
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    Sonic 2 HD
    <!--quoteo(post=354082:date=Sep 24 2009, 12:45 AM:name=NickAVV)--><div class='quotetop'>QUOTE (NickAVV @ Sep 24 2009, 12:45 AM) <a href="index.php?act=findpost&pid=354082"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

    <a href="http://www.box.net/shared/7y2bbt60b7" target="_blank">http://www.box.net/shared/7y2bbt60b7</a>

    Includes:
    •Ring
    •Jump
    •Skid
    •Splash
    •Spindash Charge
    •Spindash Release

    maybe more, having trouble remembering. ;)<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for posting, however they sound incredibly dirty!
    Are they directly ripped or have been compressed?
     
  12. <!--quoteo(post=354259:date=Sep 24 2009, 08:01 AM:name=Vincent)--><div class='quotetop'>QUOTE (Vincent @ Sep 24 2009, 08:01 AM) <a href="index.php?act=findpost&pid=354259"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=354082:date=Sep 24 2009, 12:45 AM:name=NickAVV)--><div class='quotetop'>QUOTE (NickAVV @ Sep 24 2009, 12:45 AM) <a href="index.php?act=findpost&pid=354082"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think?

    <a href="http://www.box.net/shared/7y2bbt60b7" target="_blank">http://www.box.net/shared/7y2bbt60b7</a>

    Includes:
    •Ring
    •Jump
    •Skid
    •Splash
    •Spindash Charge
    •Spindash Release

    maybe more, having trouble remembering. ;)<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for posting, however they sound incredibly dirty!
    Are they directly ripped or have been compressed?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    The waves were saved as 16 Bit 22KHz but they're only 8 bits in quality. That probably accounts for the "dirt." All of them except the water splash are just recorded Genesis FM sounds.
     
  13. NickAVV

    NickAVV

    Member Member
    I didn't rip them, I just found them on a website. :P

    I attempted to rip sounds from a .cdi of Sonic Adventure that I had lying around, but I couldn't really figure it out.
     
  14. Retroman

    Retroman

    he is worried Member
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    Ripped from the Sonic 3D Blast: Flickies' Island PC Demo:
    <a href="http://www.2shared.com/file/8045933/67ac1e44/Sonic_3D_Blast_Demo_Sound_Rip.html" target="_blank">http://www.2shared.com/file/8045933/67ac1e..._Sound_Rip.html</a>

    1up Normal Mp3 and 1up Sonic 2 Pitch Ogg:
    <a href="http://www.2shared.com/file/8046763/2f068e5/9_online.html" target="_blank">http://www.2shared.com/file/8046763/2f068e5/9_online.html</a>
    <a href="http://www.2shared.com/file/8046764/9c94fd46/9_online.html" target="_blank">http://www.2shared.com/file/8046764/9c94fd46/9_online.html</a>
     
  15. TmEE

    TmEE

    Master of OPL3-SA2/3 Tech Member
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    Comment on the newer games' sounds :

    They're either recorded off unmodified MD hardware(sound like shit) or taken from emulator... the goes for sounds sounding like classic sonic ones not something new and unheard in MD games.
    reatime synthesis would be the nicest thing, but I don't think one will find the CPU time, nor is up to writing a synthesizer (if customizing one existing is not an option).
     
  16. NickAVV

    NickAVV

    Member Member
    Okay, this isn't from one of the older games mentioned, but it was clearly done in vein of them. It's the ring sound effect from the end of the Needlemouse teaser, ripped directly from my internal audio:

    <a href="http://www.wanilla.net/random/ring.wav" target="_blank">http://www.wanilla.net/random/ring.wav</a>

    :D?
     
  17. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    <!--quoteo(post=354947:date=Sep 26 2009, 03:59 PM:name=NickAVV)--><div class='quotetop'>QUOTE (NickAVV @ Sep 26 2009, 03:59 PM) <a href="index.php?act=findpost&pid=354947"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Okay, this isn't from one of the older games mentioned, but it was clearly done in vein of them. It's the ring sound effect from the end of the Needlemouse teaser, ripped directly from my internal audio:

    <a href="http://www.wanilla.net/random/ring.wav" target="_blank">http://www.wanilla.net/random/ring.wav</a>

    :D?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds good to me.
     
  18. NickAVV

    NickAVV

    Member Member
    Playing my clip a little louder in Audacity I noticed I got a tiny bit of extra sound at the beginning. I (or someone) should probably fix that. ;P
     
  19. Metal-Geo

    Metal-Geo

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    The 'dun' sound (echo?) pretty much goes right through the first half of the entire file. Someone's gonna have to play with the EQs a little to get that away.
     
  20. Phos

    Phos

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    I recall reading in an interview relating to <a href="http://www.gametrailers.com/video/debut-trailer-sega-superstars/29846" target="_blank">this trailer</a> that Sega still has the high quality SFX that were down sampled to make the ones in the game.

    What I'm getting at is that the Ring SFX is probably still the same one as it always was. Also, there's a possibility that they might be used in Needlemouse, from which they could probably be ripped.