Those are the soundrips we're especially interested to listen: Sonic R Sonic 3D Blast Sonic Adventure 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!
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.
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?
I found some Sonic R sound effects, and weeded out the ones I thought sounded usable. Let me know what you think? http://www.box.net/shared/7y2bbt60b7 Includes: •Ring •Jump •Skid •Splash •Spindash Charge •Spindash Release maybe more, having trouble remembering.
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.
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.
Thanks for posting, however they sound incredibly dirty! Are they directly ripped or have been compressed?
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.
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.
Ripped from the Sonic 3D Blast: Flickies' Island PC Demo: http://www.2shared.com/file/8045933/67ac1e..._Sound_Rip.html 1up Normal Mp3 and 1up Sonic 2 Pitch Ogg: http://www.2shared.com/file/8046763/2f068e5/9_online.html http://www.2shared.com/file/8046764/9c94fd46/9_online.html
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).
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: http://www.wanilla.net/random/ring.wav :D?
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
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.
I recall reading in an interview relating to this trailer 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.