Despair
04-22-2010, 01:42 AM
I'm currently in the process of ripping the music from a few Sega Genesis games and I've kind off hit a wall with a few of the games, so I was hoping somebody on here might be able to give me a tip or two to get by.
I've been using Kega Fusion, the emulator, which can supposedly emulate the Sega's soundchip accurately (and it appears to do so, so far). Using it's sound logging function, ripping music is as easy as exporting it in a WAV and opening it up in audacity or something and exporting it as an mp3.
The problem comes in with the Ecco The Dolphin series. The music there is much more quiet, and when you import into audacity, you end up amplifying a small signal, meaning it gets blown up alot. This isn't so bad on computer speakers, or possibly a small stereo, but problems arise with headphones and, say, a car stereo. Like I said, you've taken a small signal, blown it up a ton, then proceed (with headphones) to place sound that's usually heard 10 feet away or so from you through the tv right into your ear. The problem? Because sega used a soundchip, the sounds come out...well...."plucky" is how I describe it, and the fade out from those "pluck" noises is usually kind of "buzzy." The other problem is sounds that have long fadeouts but shift pitches, it's not actually there, but it practically sounds like you can hear a click between it shifting.
Now, if this was Streets of Rage, or Gunstar Heroes or something, there'd be so much more noise within the song that it'd hardly be noticable, but with Ecco, more ambient based tracks, it stands out quite a bit. Yeah, I could just amplify it a little less, but that only dims the "pluck" and shifting noises, not hide them. So I was hoping somebody would either know a way around this, or perhaps know what to input into Audacity's equalizer or something to tone them down slightly. I say Equalizer because, frankly, the only tool in audacity I know how to use is amplify, or bass boost, simple things, and I have no idea what other tool would really help out here.
So, uh.....please and thankyou?
I've been using Kega Fusion, the emulator, which can supposedly emulate the Sega's soundchip accurately (and it appears to do so, so far). Using it's sound logging function, ripping music is as easy as exporting it in a WAV and opening it up in audacity or something and exporting it as an mp3.
The problem comes in with the Ecco The Dolphin series. The music there is much more quiet, and when you import into audacity, you end up amplifying a small signal, meaning it gets blown up alot. This isn't so bad on computer speakers, or possibly a small stereo, but problems arise with headphones and, say, a car stereo. Like I said, you've taken a small signal, blown it up a ton, then proceed (with headphones) to place sound that's usually heard 10 feet away or so from you through the tv right into your ear. The problem? Because sega used a soundchip, the sounds come out...well...."plucky" is how I describe it, and the fade out from those "pluck" noises is usually kind of "buzzy." The other problem is sounds that have long fadeouts but shift pitches, it's not actually there, but it practically sounds like you can hear a click between it shifting.
Now, if this was Streets of Rage, or Gunstar Heroes or something, there'd be so much more noise within the song that it'd hardly be noticable, but with Ecco, more ambient based tracks, it stands out quite a bit. Yeah, I could just amplify it a little less, but that only dims the "pluck" and shifting noises, not hide them. So I was hoping somebody would either know a way around this, or perhaps know what to input into Audacity's equalizer or something to tone them down slightly. I say Equalizer because, frankly, the only tool in audacity I know how to use is amplify, or bass boost, simple things, and I have no idea what other tool would really help out here.
So, uh.....please and thankyou?