This is a comments thread for the following album: https://downloads.khinsider.com/game-soundtracks/album/super-mario-64-restored-1996
Nope!Is this from the Church of Kondo?
This is actually awesome! My biggest worry with "restored music" projects is that they may just sound off and different from the originals, and it's what drives me away from a lot of them.Nope!
These are from Video-Game OST HQ, where I take a different approach to rendering Nintendo 64 music in HD! I debugged the games and copied the audio-rendering code into a new C++ synthesizer designed specifically for rendering music how Nintendo 64 does, except where the games use approximations and take shortcuts for performance, I use the fully detailed algorithms using 64-bit floats instead of 16-bit PCM!
The result is literally the exact in-game music—the same reverb, the same vibrato, the same tremolo, the same envelopes, etc.—except all in HD!
In this case there was an additional upgrade in that the original HD uncompressed source samples were used instead of the in-game samples!
Enjoy!
That is exactly the issue! When I want to listen to an OST in HD, I still want it to sound exactly like how it does in the game, just crisp and clean!This is actually awesome! My biggest worry with "restored music" projects is that they may just sound off and different from the originals, and it's what drives me away from a lot of them.
Thank you for your response, I appreciate it. I'll see what I can do with this information.I’m afraid I don’t use SoundFont files or other common soundbank file formats, so I don’t have anything prepared I could hand out!
Here is the synthesizer I made to create these: https://github.com/L-Spiro/Nintendo-Synthy-4
It’s not user-friendly at the moment, but someday it will be.
To create a SoundFont file you wouldn’t need to record every note one-by-one; you can use the same set of samples I used (though they were given to me personally so I can’t direct you to a public place to download them), and modulo is only used in 2 tracks I believe. You should be able to match the modulo parameters exactly in a SoundFont, so you wouldn’t have to record note-by-note. Actually EAD games use modulo rather than vibrato, which basically just means they can change the amount of vibrato at run-time, so note-by-note recordings wouldn’t really be able to capture that. I can’t give out my sample files, but I do believe you can find them somewhere.
As for the rest, I have to agree about pursuing your passions! Especially when it comes to learning to program. Being able to program means having the power to dream any dream and then make it a reality on your own!