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Nextonex

Joined: 31 Oct 2006 Posts: 127 Location: East Coast
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Frostilicus


Joined: 12 Nov 2006 Posts: 112 Location: Boston
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Posted: Mon Nov 27, 2006 8:12 pm Post subject: |
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What, do you run an S&M dungeon and need some background music or something? Some of the covers are ok, I guess...but I can't think of one that's in any way an improvement on the original! Find live versions or something... |
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Kataris 

Joined: 01 Sep 2006 Posts: 335 Location: Vegas
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Posted: Tue Nov 28, 2006 3:49 am Post subject: |
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I prefer most of the covers, because they're what I know. A lot of these songs I've never heard before. _________________
Nickisimo wrote: | Yeah, that's my thoughts exactly. Then it'll be, "Well, maybe I can press the pedal with my forehead..." I'd be in a full-body cast at that rate. I can just see myself all wrapped up on a hospital bed in the dark. "I'm...a...high...way...star..." *sniffle* |
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Nextonex

Joined: 31 Oct 2006 Posts: 127 Location: East Coast
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alvarado6411

Joined: 29 Oct 2006 Posts: 20
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Posted: Thu Nov 30, 2006 4:00 pm Post subject: |
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I also want to know how to do this because I want to find out the length of Hangar 18 because I know it has some audio in the beginning and I want to replace it with the original one. |
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Blooooo


Joined: 24 Sep 2006 Posts: 6
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Posted: Fri Dec 01, 2006 6:09 am Post subject: |
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If you don't mind slightly illegalities, [we mind. --Riz]. _________________
Signatures SUCK |
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wParam

Joined: 29 Apr 2006 Posts: 6
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Posted: Fri Dec 01, 2006 11:54 am Post subject: |
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I don't have a utility to do the job completely, but I did do this myself for the bonus songs. I used existing utilities to extract the .vgs files, wrote a quick program to split them, used Mfaudio to translate the raw tracks to wave, used soundforge to upsample the bass tracks that were at half the rate and then translate them all to raw 16 bit signed pcm files, used another utility I threw together to mix the three tracks into one, then soundforge again to convert back to wave and trim off some of the space around the edges and finally resample to 44,100. Easy!
Seriously, though, I wish I could just post them somewhere, because I would not wish having to do that on anyone, it took forever and was fraught with peril (by which I mean chances to screw it up, especially with the sample rate conversions). And, once I was done, I was left wondering whether I should have done something different in mixing them to give more volume to the vocal/backup track. It's really obvious in Carry Me Home, the vocals are really quiet relative to the guitar part. (Is the original version like that?)
I'd be happy to post the utility I made to assist in the process, but it's probably not that useful as it is, as it only does a small part of the overall process, mostly because I was in "just get it done, screw doing it right" mode. Does anyone have source code for converting that ps2 sound format to a wav file? With that I might be able to make a more complete utility that could at least output a complete wav file (at whatever the game's sample rate was). I think it was difficulties in finding this code that led me to the method I used. In the end, I bet it would have been a lot less frustrating to have just looked harder to find the translation code and written a complete utility from the start.
Sorry, I seem to be on a roll of mostly unhelpful forum posts tonight. I really need to go to bed, it's now 6:50 am and I'm still awake. If you want the code I have, just say so and I'll throw it up somewhere. If you have documentation about the conversion algorithm from XA-whatever format to wave, maybe I can spend tomorrow getting something useful together. |
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ImaCarrot


Joined: 06 Mar 2006 Posts: 2687
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Posted: Fri Dec 01, 2006 6:29 pm Post subject: |
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I'll take that utility that'll split the .vgs into the seperate .vag streams. The one I have was made for GH1 so it only looks for 4 streams, won't work on songs that use more than that.  |
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wParam

Joined: 29 Apr 2006 Posts: 6
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Posted: Fri Dec 01, 2006 8:53 pm Post subject: |
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You can get the program along with source code at http://207.210.96.245/guitarmod/gh2rip.zip. It's just a command line tool, with poor docs even by command line tool standards.
If you want to use it, you'll use the -split option, so if you're trying to split jessica.vgs, you'd enter:
gh2rip -split jessica.vgs
It will create one file per stream in the directory you run it from. The names you'll get will be jessica-1-[sample rate].bin. Make sure you feed the right sample rate to the vag converter or it won't come out correctly.
If anyone cares, the join operation is done with -join:
gh2rip -join jessica1.raw jessica2.raw ... jessica6.raw
It will accept anywhere from 4 to 6 files on the command line. If five are given, the last one is assumed to be a mono bass track and is applied equally to both channels. Each file needs to be signed, 16-bit raw PCM data. You could give it a bunch of wav files but you'll get a garbled wav file as a result. You don't need to worry about clipping, the mixing is done with 64 bit floating point numbers and then the whole result is scaled back to a little less than 100% of a 16 bit sound before output. The output goes into a file named [first parameter]-final.raw. (So in the above example the output would go into jessica1.raw-final.raw.)
(Well, I said it was pretty bad, didn't I?) |
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TheGlow


Joined: 18 Feb 2006 Posts: 2748 Location: J Train Brooklyn!
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Posted: Fri Dec 01, 2006 10:15 pm Post subject: |
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Ill say a couple things.
I already have all songs from gh1 and gh2, as in the game from wavegroup, already in mp3, and never ran a single editing program.
this is the internet people.
Think!  |
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ImaCarrot


Joined: 06 Mar 2006 Posts: 2687
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Posted: Fri Dec 01, 2006 10:31 pm Post subject: |
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I have them as well, the GH2 versions I have I didn't rip from the disc myself though and they aren't the greatest quality. Plus, I want the seperate tracks for a little something else I'm doing, you guys will see soon.  |
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LocalH


Joined: 30 Oct 2006 Posts: 1400 Location: MiloHax
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Posted: Sat Dec 02, 2006 4:25 am Post subject: |
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wParam wrote: | And, once I was done, I was left wondering whether I should have done something different in mixing them to give more volume to the vocal/backup track. It's really obvious in Carry Me Home, the vocals are really quiet relative to the guitar part. |
I've noticed this in playing the game, especially with TIGRYT. My solution is to set the backing to be two game units louder than the guitar or the other sfx (so I have "band" set to 10, and the others set to 8). This, to me, seems to balance it out a little better. Dunno if this will help you, but it's there if it does. |
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