Sadly the Luma themes are considered sound effects according the game, so I could only mute them or play with all SFX still on. If someone knows which .aw file on the disc contains the soundbank of the luma songs pls tell me which one it is, so i can rerecord them without SFX.
NEW version:
mediafire map with mp3 and flac versions (http://www.mediafire.com/?sharekey=bne2gyzkpyoa3)
It consists of 200 tracks, 1.7 gigs of lossless audio or 544mb of mp3, total play length 5:36:32. No missing tracks, except maybe a missed unused yoshi version track where I could only find one(all other songs don’t play differently when you force the yoshi remix).
– File Select intro is without the drum
– Hightall Falls Galaxy Yoshi and Dash Pepper Yoshi mix have just the intro of the normal version
– Squizzard’s Battle theme Fire Mario Version’s intro is unrippable, if forced it plays the normal fire mario song.
– Title (Streamed) is almost the same as the title played. It’s found on the game disc, but the game uses the sequenced version.
– Rainbow Galaxy has a fake loop and the intro is always the normal version playing, never the standing still version.
– Mighty Megahammer – Phase 2 never plays in the game if you’re on yoshi, so there’s no yoshi mix there.
– track 188-193 are found on the game disc but never used.
– track 194 only plays in the game with cheat codes on by moon jumping to the galaxy with yoshi in it on star 2 of tall trunk galaxy or by using the cheat code to always have yoshi’s remix on in the PAL version 029f51b0 00013f80
– track 195 was used in the game trailers.
# Titel Lengte
1 Channel Intro 00:04
2 Title 01:37
3 File Select 01:37
4 Starbits Festival 01:38
5 What’s that in the bushes 00:03
6 Mario Meets Luma 00:50
7 Luma Joins Mario 00:03
8 Bowser’s Attack 02:30
9 Use Warp Star 00:05
10 Go Mario, Go! 01:28
11 Sky Station Galaxy ~ Prologue 02:35
12 Collect Meteor Medal 00:04
13 Warp Room 00:22
14 Collect Double Life 00:02
15 Hungry shroom Luma 00:13
16 hungry shroom luma had enough 00:12
17 Peewee Piranha / Rollodillo / Sorbetti / Prince Pikante – Phase 1 01:28
18 Peewee Piranha / Rollodillo / Sorbetti / Prince Pikante – Phase 2 02:15
19 Star Appears 00:04
20 Star Chance 01:36
21 Get Star 00:09
22 Highscore 00:03
23 Unlocked Fanfare 00:01
24 Interlude 02:28
25 Starship Mario Created 00:53
26 Galaxy Intro 00:10
27 Sky Station Galaxy 02:24
28 Star Chance (No Intro) 01:30
29 Galaxy Complete 00:02
30 Starship Mario #1 02:12
31 World 1+2 02:26
32 World 1+2 – Zoomed Out 02:26
33 Course Select 00:43
34 Yoshi Star Galaxy 02:16
35 Yoshi Freed 00:05
36 Yoshi Star Galaxy (Yoshi) 02:16
37 Star Chance (Fading)) 01:36
38 New Galaxy Unlocked 00:02
39 Starship Mario #1 (Yoshi) 02:12
40 Warp Room (Yoshi) 00:24
41 Giga Lakitu / Mandibug Battle 00:56
42 Giga Lakitu Battle (Yoshi) 00:56
43 New Prankster Comet Appear 00:01
44 Speed Comet 03:35
45 Rainbow Mario 00:54
46 Puzzle Solve 00:02
47 Spin-Dig Galaxy / Boulder Bowl Galaxy 02:57
48 New Power-Up Found 00:17
49 Toad Brigade 00:40
50 Whomp King / Digga-Leg – Phase 1 02:27
51 Digga-Leg – Phase 2 02:14
52 Daredevil Run 01:11
53 Fluffy Buff Galaxy / Cloudy Court Galaxy 03:50
54 Hungry Coin Luma 00:03
55 Hungry Coin Luma Had Enough 00:12
56 Planet Unlocked 00:02
57 Chimp’s Mini-Game 02:16
58 The Chimp Challenge Complete 00:02
59 Return Home 00:02
60 Hungry Starbits Luma 00:09
61 Hungry Starbits Luma had enough 00:12
62 Flip-Swap Galaxy / Flip-Out Galaxy 01:47
63 Purple Coins 03:15
64 Rightside Down Galaxy / Upside Dizzy Galaxy 02:13
65 Rightside Down Galaxy / Upside Dizzy Galaxy (Upside-Down) 02:13
66 Bowser Jr.’s Fiery Flotilla / Fearsome Fleet / Boom Bunker 01:59
67 Bowser Jr.’s Theme 00:30
68 Gobblegut – Phase 1 02:05
69 Gobblegut – Phase 2 01:57
70 Get Grand Star 00:12
71 World 1 Completed 00:22
72 Going to the next World 00:20
73 World 1 (After Victory) 02:12
74 World 1 (After Victory) – Zoomed Out 02:12
75 5 Lives 00:02
76 Puzzle Plank Galaxy 02:18
77 Puzzle Plank Galaxy Musical Note Song 00:18
78 King Kaliente / Bugaboom – Phase 1 01:48
79 Bugaboom – Phase 2 01:32
80 Cosmic Cove Galaxy 03:35
81 Rabbits 01:57
82 Wild Glide Galaxy / Tall Trunk Galaxy 01:13
83 Help Gearmo 00:02
84 Hightall Falls Galaxy 01:32
85 Hightall Falls Galaxy (Yoshi) 01:32
86 Hightall Falls Galaxy (Dash Pepper Yoshi) 01:23
87 Fluzzard Flight 02:26
88 Race Start 00:03
89 Race Failure 00:03
90 Goal! 00:04
91 Honeybloom Galaxy / Honeyhop Galaxy 02:52
92 Bowser’s Lava Lair / Gravity Gauntlet 02:25
93 Bowser Appears 00:36
94 Bowser Battle 03:06
95 Bowser Battle ~ Bowser Vulnerable 03:06
96 Bowser Battle – Phase 2 02:56
97 Bowser Battle ~ Bowser Vulnerable – Phase 2 02:56
98 World Complete 00:18
99 World 3 02:05
100 World 3 – Zoomed Out 02:05
101 Starship Mario 2 02:12
102 Starship Mario #2 (Yoshi) 02:13
103 Slider 02:38
104 Haunty Halls Galaxy / Boo Moon Galaxy 03:27
105 Switch to Luigi 00:02
106 Haunty Halls Galaxy (Yoshi) 03:28
107 Freezy Flake Galaxy 02:50
108 Fire Mario 00:41
109 Rolling Masterpiece Galaxy (Moving Around) 03:12
110 Rolling Masterpiece Galaxy (Standing Still) 03:00
111 Rolling Ball Complete 00:01
112 Beat Block Galaxy / Flash Black Galaxy 00:56
113 Bowser Jr.’s Fearsome Fleet (Yoshi) 01:59
114 Mighty Megahammer – Phase 1 02:24
115 Mighty Megahammer – Phase 1 (Yoshi) 02:24
116 Mighty Megahammer – Phase 2 02:13
117 World 4 02:32
118 World 4 – Zoomed Out 02:31
119 Supermassive Galaxy / Mario Squared / Twisty Trials Galaxy 02:34
120 Flipsville Galaxy / Chompworks Galaxy 02:12
121 Glamdozer – Phase 1 02:08
122 Glamdozer – Phase 2 02:00
123 Starshine Beach Galaxy 03:19
124 Starshine Beach Galaxy (Yoshi) 03:19
125 Starshine Beach Galaxy (Underwater) 03:19
126 Sweet Mystery Galaxy 02:36
127 Sweet Mystery Galaxy (Yoshi) 02:30
128 Starship Mario #3 02:12
129 Starship Mario #3 (Yoshi) 02:12
130 World 5 02:09
131 World 5 – Zoomed Out 02:09
132 Space Storm Galaxy 03:10
133 Space Storm Galaxy (Alternate) 03:19
134 Space Storm Galaxy (Alternate, Slow Motion) 03:19
135 Slipsand Galaxy / Clockwork Ruins Galaxy 03:16
136 Squizzard Battle 01:16
137 Squizzard Battle (Fire Mario) 01:12
138 Shiverburn Galaxy (Lava) 02:33
139 Shiverburn Galaxy (Ice) 02:33
140 Fleet Glide Galaxy / Battle Belt Galaxy 02:36
141 Boomsday Machine – Phase 1 03:08
142 Boomsday Machine – Phase 2 02:48
143 World 6 02:16
144 World 6 – Zoomed Out 02:16
145 Melty Monster Galaxy 02:34
146 Throwback Galaxy 02:37
147 Throwback Galaxy Musical Notes 00:12
148 Clockwork Ruins (Slow-Motion) 03:16
149 Slimy Spring Galaxy 02:45
150 Beat Block Galaxy / Flash Black Galaxy (Yoshi) 00:56
151 Bowser’s Galaxy Generator 03:21
152 Bowser’s Galaxy Reactor (Yoshi) 03:21
153 Final Bowser Battle 02:49
154 Final Bowser Battle ~ Bowser Vulnerable 02:49
155 Final Bowser – Phase 1 Defeated 00:10
156 Epilogue 00:36
157 Luma Returns 02:54
158 Staff Roll 03:47
159 120 Star Ending 01:57
160 Speed Comet (Yoshi) 03:35
161 World S 02:54
162 World S – Zoomed Out 02:54
163 Rollercoaster Galaxy (Moving Around) 02:06
164 Rollercoaster Galaxy( Standing Still) 02:52
165 Stone Cyclone Galaxy 01:31
166 Stone Cyclone Galaxy (Slow-Motion) 01:31
167 Double Time Comet (Yoshi) 01:31
168 Boss Blitz Galaxy 01:30
169 Dino Piranha – Fiery Dino Piranha – Phase 1 02:09
170 Dino Piranha – Fiery Dino Piranha – Phase 2 01:56
171 Major Burrows – Phase 1 01:23
172 Major Burrows – Phase 2 01:15
173 Bouldergeist – Phase 1 01:56
174 Bouldergeist ~ Vulnerable – Phase 1 01:56
175 Bouldergeist – Phase 2 01:38
176 Bouldergeist ~ Vulnerable – Phase 2 01:38
177 Grandmaster Galaxy – Gusty Garden Galaxy 03:54
178 Grandmaster Galaxy – Gusty Garden Galaxy (Yoshi) 03:54
179 Grandmaster Galaxy – Good Egg Galaxy 02:53
180 Grandmaster Galaxy – Bowser’s Galaxy Reactor 02:37
181 Grandmaster Galaxy – Rosalina 03:04
182 Gamble Dice 00:04
183 Gamble Dice Mini-Game 00:57
184 Gamble Dice Mini-Game (Yoshi) 00:57
185 Unlock green stars 00:04
186 Lose Life 00:03
187 Game Over 00:05
188 Title (Streamed) 01:36
189 Into the Galaxy 01:33
190 Inside the Drain Pipe 01:12
191 Unused World Theme 1 03:22
192 Unused World Theme 2 01:56
193 Unused Song 02:19
194 Wild Glide Galaxy / Tall Trunk Galaxy (yoshi) 01:13
195 Super Mario Galaxy 2 Trailer Music 01:57
The best rip from this forum :billymays:
I just noticed that the Fluzzard Flight song (track 87) is corrupt. Could you upload that track again, please?
I just noticed that the Fluzzard Flight song (track 87) is corrupt. Could you upload that track again, please?from the mp3 or the flac download? If it’s corrupt something went wrong during upload on the mediafire page ot when you downloaded the file, because the file is not corrupt on my pc. I could upload it separately so you don’t need to download all packages again.
From the mp3 version.
Yeah, why don’t you just upload the song itself? That’s the only one I don’t have because it got corrupted.
I’d also appreciate a little explanation of what you DID with those .aw files 😀
This is a AWESOME collection!!
thnx for the effort!
you are a KING amongst rippers 😛
otherwise thanks so much for this!
i didn’t figure out how to play the ast files, they were already playable for years with vgmstream. Aw files only contain raw audio data and no headers so zero out the file will get rid of all sound effects inside the file. If you do that for all sound fx you only have the songs playing. Sadly the luma songs are in the sfx lib.
Downloading right away!
Flac track 114 is reuploaded if more people noticed it was corrupt
So checking the missing list:
Race Failure Fanfare
Unlock Green Stars Fanfare
Speed Comet (Yoshi)
Boss Blitz Galaxy Interlude
87 one (that i know is corrupted) blocks my extraction. I can only extract
up to 86. If i try to extract the other music after the 87, it still block.
And, if I try to extract the music from the other two rar, the 100 one
(MP3part2) and the 152 one (MP3part3) blocks the extraction too.
What I have to do to extract this damn music?
(I use Izarc)
87 one (that i know is corrupted) blocks my extraction. I can only extract
up to 86. If i try to extract the other music after the 87, it still block.
And, if I try to extract the music from the other two rar, the 100 one
(MP3part2) and the 152 one (MP3part3) blocks the extraction too.
What I have to do to extract this damn music?
(I use Izarc)
I’m having the same problem. I use RAR Expander and/or Zipeg (I run on a Mac). Any way to fix this?
Use "The Unarchiver". It’s a freeware, all purpose expander for Mac. Doesn’t halt at 87, so working great over here 😀
-Starshine Beach Galaxy – Dash Yoshi
87 one (that i know is corrupted) blocks my extraction. I can only extract
up to 86. If i try to extract the other music after the 87, it still block.
And, if I try to extract the music from the other two rar, the 100 one
(MP3part2) and the 152 one (MP3part3) blocks the extraction too.
What I have to do to extract this damn music?
(I use Izarc)
I’m having the same problem. I use RAR Expander and/or Zipeg (I run on a Mac). Any way to fix this?
You guys should really take the time to go back and look at other posts in the thread before saying something is wrong.
Go here (http://forums.ffshrine.org/showpost.php?p=1497846&postcount=9) to fix the problem.
Go here (http://forums.ffshrine.org/showpost.php?p=1497846&postcount=9) to fix the problem.
The problem is that i can’t extract the music after the 87 one.
I can extract and listen the music up to 86, but if I try to extract
after the 87 one, it blocks the extraction.
I can extract and listen the music up to 86, but if I try to extract
after the 87 one, it blocks the extraction.
galaxie is correct. 7-zip is much better. That is what I used and didn’t have any issues with tracks after 87.
Actually, the quality on the disc is superior to 192kbit quality.
(Unless you’d like to argue that PCM @ 32kHz is inferior to LAME 192k @ 32kHz…)
(Unless you’d like to argue that PCM @ 32kHz is inferior to LAME 192k @ 32kHz…)
Indeed. Littlesmegger seems to be under the impression that the music on the Wii disc is compressed; it isn’t. It’s uncompressed PCM. Granted, the sample rate isn’t 44.1khz but most humans can’t discern frequencies above 16khz (the maximum frequency represented in a 32khz sample) anyway. 16 bit PCM at 32khz has a real-world bitrate of 1024kbps, compared to 1411kbps for full 44.1khz CD audio.
It is *definitely* worth encoding as FLAC. Thanks so much to the poster for his efforts. 🙂
87 one (that i know is corrupted) blocks my extraction. I can only extract
up to 86. If i try to extract the other music after the 87, it still block.
And, if I try to extract the music from the other two rar, the 100 one
(MP3part2) and the 152 one (MP3part3) blocks the extraction too.
What I have to do to extract this damn music?
(I use Izarc)
WinRar should do the trick. 😉
status of missing tracks:
Race Failure Fanfare: recorded, needs to be uploaded
Unlock Green Stars Fanfare: i’m not there yet, i’m on 111 stars now
Speed Comet (Yoshi): i need check if the gecko code for infinite time is there or I don’t think i can get the entire song recorded in one attempt.
Boss Blitz Galaxy Interlude: recorded, needs to be uploaded
Grandmaster Galaxy – Gusty Garden Galaxy: i’m not there by far
Starshine Beach Galaxy – Dash Yoshi: there’s no dash pepper yoshi remix on star 1+2. A different song is played on the purple coin challenge.
Edit: Ignore this post.
That’s strange… since there ARE Dash Peppers in Starshine Beach Galaxy…
I said the same thing in my previous post before I edited it, but I *think* the Purple Coins song wasn’t used in that level with the Purple Coins. I think the Star 1 Pepper Dash song is the same as the song used in Purple Coins… I’m not sure though. I can check tonight to be sure.
anyway, I reuploaded and updated the links with all changes. It’s now 193 tracks. I’m still busy uploading the mp3 versions again, but FLAC is redone.
Changelist:
changes:
Fire Mario: used the gecko code for infinite fire mario and recorded it with loops
Rainbow Mario: same as above
Starship Mario #2 (Yoshi): made a mistake and it was a recording of Starship Mario #1 (Yoshi)
added:
Race Failure Fanfare
Unlock Green Stars Fanfare
Speed Comet (Yoshi)
Double Time Comet (Yoshi)
Boss Blitz Galaxy Interlude
Throwback Galaxy Musical Notes
Still missing:
Grandmaster Galaxy – Gusty Garden Galaxy (Yoshi)
I could be wrong.
I could be wrong.actually the streamed songs are directly from the iso in this rip(some of the streams were 4-track and had to be reduced to stereo or split in two separate stereo files), but many tracks are sequenced or have an alternate yoshi mix with an extra added drum that can’t be easily ripped. So far there was no release out that had these tracks.
It was over 200 kbytes/second, and it’s kind of jumping around between under 100 and over 200. My download speed should be over 1 MB/second. It’s got 12 minutes left, and that’s just Part 1, and this should have been downloaded in about 3 minutes per part. I’ll just have to wait.
Ah, gotcha. Even the sequenced songs sound GREAT, however, so it’s clear you put a lot of work into this!
When you have a Dash Pepper in Starshine Beach Galaxy and Bowser’s Galaxy Generator, the songs don’t change… so nothing new to rip for those.
Oh. I beat the game already, so I’d know the dasher was in those 2 galaxies. Just didn’t quite remember if they had they’re own "tune accompanying them. Thanks!
I don’t know which file specific contains the get star fanfare since i only found out all sequenced instrument sounds were in the mahit*.aw files.
The same method was used for Primeblue’s legend of zelda twilight princess and the wind waker rip. It could also be used for Donkey Kong Jungle Beat which I intend to make a SFX-free recording. I could do the same for Luigi’s Mansion and Super Mario Sunshine if Gecko OS or Riivolution support gamecube games or if i can play burned gamecube games on my wii.
My AC:CF and Wii Play rip method works differently. Most sounds are not played directly, but by a small 1-note midi. By changing the DATA chunk inside a RSEQ chunk inside the BRSAR file into End of track messages (0xFF) you can mute most sound effects. By looking at the LABL chunk i can figure out what the contents of the RSEQ chunk are to decide which one to mute.
http://www.youtube.com/watch?v=uVkx3RzY4cI
IS it possible to rip that?
Also, how easy would ripping Super Mario Sunshine be in that similar way? And interesting thing would be to know if it’s possible to rip the music from cutscenes without the talking.
Grandmaster Galaxy – Gusty Garden Galaxy (Yoshi)
Can’t wait for this! My favorite song with the Yoshi Drums.
Thanks for all your hard work!
BTW:
If anyone is interessted in this:
http://www.speedyshare.com/files/23196574/World_4_Zoomed_Out_2_.mp3
This is a reverbrating SFX, you can hear this in all zoomed world screens.
I have just filtered the clear SFX from the audio track with my audio programm.
I can make all world maps if you like it.
Cheers.
BTW:
If anyone is interessted in this:
http://www.speedyshare.com/files/23196574/World_4_Zoomed_Out_2_.mp3
This is a reverbrating SFX, you can hear this in all zoomed world screens.
I have just filtered the clear SFX from the audio track with my audio programm.
I can make all world maps if you like it.
Cheers. ehm, what’s the point? since the zoomed world screen version are also present. Those are directly ripped from the game iso. Unless some serious DSP is used on that stream ingame I don’t see there’s a difference with the streamrip.
And yes I could do the same with Super Mario Galaxy 1. I thought that SMG1 had less sequenced songs(that Bowser Jr.’s battle theme was playing instead of the 30 seconds sequenced one used in SMG2), but I could check it out.
This is just the clear sound effect in the zoomed world screen, without background music, no more;) Uploaded here a lofi preview version, my
original Effects are true 24-bit/96kHz wav recordings.
Quick question for you…
In the first Super Mario Galaxy, when you face "Mega Leg", there are three versions of this song available. Most people who have ripped the songs from the game have only been able to get two version of the song. Is there a possibility you have the ability to extract the first version of this song from first SMG disc?
http://www.sendspace.com/file/5cwonn
Here is a sample of what I’m referring to. The song is from 0:13 to 1:10. I’ve been looking for a looped version of this variation ever since the soundtrack was released, but it doesn’t seem like anyone has been able to extract this version of it. From what I’ve heard, this particular variation is not available in the ISO…
This certaintly makes up for all that "Fox, get this guy off me!".
original Effects are true 24-bit/96kHz wav recordings.
What’s your reasoning to upsampling? The sampling data used in the sequences are nowhere near that quality, so why bloat it up?
I extract the all files "world map zoomed" in a wav format.
So you don�t lose audio quality, i have filtert this file to get
only these background reverberating sfx. It is really relaxing,
i like it to hear just this sfx, so i did this. If you want it, i can
upload it here.
Thanks a bundle!
So yeah, thanks again, I adore the music from this game, and you as well, good sir, for bringing the music to me!
1: Your attention to detail is extraordinary and this is without doubt one of the most comprehensive soundtracks I’ve ever seen.
2: The tracks you’ve got tagged as ‘Poltergeist’ (the boss battle ones); the boss’s name is actually ‘Bouldergeist’, so you might want to change that.
3: I have a pretty damn good copy of the music from the trailer, certainly a lot better than the one in this soundtrack, that I believe I took from the American Nintendo website for the game. I’ll put it on Mediafire and you may wish to replace the version currently being used in the soundtrack.
http://www.mediafire.com/?zfhez3y1wzk — there you go. I know the size is smaller, but it’s a proper 128kbps version which the one in the soundtrack at the minute certainly isn’t.
Other than those two points, top-notch work, and I hope the info I provided is helpful to you!
Oh, one final note: just out of curiosity, what’s the difference between the ‘Title’ track and the ‘Title (Streamed)’ track?
…..
Other than those two points, top-notch work, and I hope the info I provided is helpful to you!
Oh, one final note: just out of curiosity, what’s the difference between the ‘Title’ track and the ‘Title (Streamed)’ track?
1. thx
2. i’ll change that when i move over to my new appartment
3. i got the track not from the nintendo website, but by checking out other rips for tagging my own and for completeness sake. Now that i think about it, i converted the mp3 to flac(because to make such a large soundtrack, you need some automation steps) and the mp3 versions are converted flac tracks, so the mp3 is without any doubt worse. I see if the one you posted is better quality then the one I used.
as for your final note: the title screen is sequenced in the game since muting all *.ast files on the discs still let the title screen play even though there’ s a title screen *.ast file on the disc. The streamed version is the rip from the game disc and has some subtle differences(especially the note decay is different). I think the developers missed it when switching the sequenced songs to the Mario Orchestra versions.
And I really wish someone would make a gecko code to always start with yoshi. Some of the yoshi remixes don’t start from the start of the song. It was only possible to get the start of the yoshi remix if there was a warp pad nearby(I just found out beat block galaxy has one). And maybe some of the galaxies without Yoshi have a Yoshi remix too.
BTW, does anybody know if there’s a program with batch processing that allows me to combine a still image with a flac file into an avi file for all 192 tracks? Windows movie maker does not support flac, no batch processing and resamples all sounds to 44.1khz very badly.
So you don�t lose audio quality, i have filtert this file to get
only these background reverberating sfx. It is really relaxing,
i like it to hear just this sfx, so i did this. If you want it, i can
upload it here.
This is just the clear sound effect in the zoomed world screen, without background music, no more;) Uploaded here a lofi preview version, my
original Effects are true 24-bit/96kHz wav recordings.
That’s my point – the files on the disc aren’t of that level of quality, so you’ve upsampled somewhere along the line, which does degrade the quality. (it’s no longer a 1:1 copy)
Which Region is your game?
What is the original sampling rate of the files? Upsampling is lossless as long as the conversion ratio is a natural number, so e.g. upsampling from 48kHz to 96Khz is in fact a lossless process. Increasing the bitrate is another since it depends on how it was done (just ‘cast’ the sample values from 16bit to 24bit or rescaling them to the new range).
Simply put, progress in the level to where yoshi’s egg resides, jump above the egg, and save your coordinates while in downward motion. Restart the level, and teleport back. This also works for the dash pepper remix. Just save 2 coordinates, one by yoshi and one by the pepper.
Cheers!
32kHz for the streams, the sampling rate for the sequenced audio would be anywhere from 20.05kHz-48kHz considering past standards of Nintendo’s midi variants.
You are right that resampling to a natural number ie a factor of 2x, 3x etc. should not produce loss, but try finding software that will actually do it. Upscaling in common practice will pretty much always be lossy unless you’re explicitly resampling it up and down just to test it.
Think of all the interpolation algorithms for resampling, and then think of all of the subversions to each algorithm, and their forks… it’s not going to be 1:1, even audibly with any kind of interpolation like rectangular, triangular, guassian, etc: you end up with altered highs and lows.
As far as bit/sample upsampling, you are right, it is exact, but only because of there’s only one interpolation method for it.
Even if the sound was not degraded from this ?kHz/4-16bit source (which it most likely is going to be), it’s still unnecessarily upsampled to 96kHz/24bit, which isn’t really all that smart if you’re going to try distributing the files over the internet.
AFAIK the SRC (secret rabbid code) implementation handles such cases. I might be wrong though.
Think of all the interpolation algorithms for resampling, and then think of all of the subversions to each algorithm, and their forks… it’s not going to be 1:1, even audibly with any kind of interpolation like rectangular, triangular, guassian, etc: you end up with altered highs and lows.
rectangular? triangular? Never heard of these interpolation techniques, at least not when audio is involved.
The quick&dirty method is still linear interpolation. If you’re doing it seriously then using a sinc-based method is probably standard.
I consider SRC the reference implementation for resampling done right:
http://www.mega-nerd.com/SRC/
The implementation is based on the techniques described in:
https://ccrma.stanford.edu/~jos/resample/
From the SRC API docs:
providing a worst case Signal-to-Noise Ratio (SNR) of 97 decibels (dB) at a bandwidth of 97%
Try to beat this without increasing the processing time by a whole magnitude.
And concerning gaussian interpolation. I don’t remember seeing this in any serious resampler, apart from emulation cores (and there it’s probably only included because the hardware does it like that). Gaussian lowpass filtering is another topic.
As far as bit/sample upsampling
I don’t think you can use the term ‘resampling’ here, since changing the bitdepth works on a per-sample base and doesn’t change the amount of samples.
EDIT: Well, seems like some resources use the term nonetheless.
, you are right, it is exact, but only because of there’s only one interpolation method for it.
No, I never said that.
If you just cast the samples, then yes – it would be lossless. Let’s take unsigned 16bit samples when range from 0 to 2^16 – 1 (65535). For unsigned 24bit samples the range goes up to 16777215 (2^24 – 1).
You see why casting is not an optimal solution, right?
Assuming the DAC maps the digital range to the (usual?) +/-2V (analogue) range, casting would result in a very quiet signal and even worse:
65535 (which was previously, in 16bit range, mapped to +2V) would get mapped to -1.984376V (if my math is right).
Now this is severely wrong and simply can’t work. You therefore have to rescale the sample values to the new range and that’s where (probably lossy) math is involved. Linear scaling with a factor of 256
should work, but I’m not sure if linear scaling is the right way to go here. Furthermore this scaling is unbalanced by a small amount:
65535 scales to 16776960 (which is still 255 units away from the peak value of 16776960)
*sigh*
i have just received my own usb gecko device, so let’s see if i can make the code myself. I wanted to make a marquee performance modifier too to get frillard for ac cf
Also i’m on 180 stars, but i’m in the middle of moving to a new appartment, so i can’t record audio or play games now.
It may be, but let’s hope that everything implements resampling in the same manner as that program then.
rectangular? triangular? Never heard of these interpolation techniques, at least not when audio is involved.
The quick&dirty method is still linear interpolation. If you’re doing it seriously then using a sinc-based method is probably standard.
I stand corrected – they are dithering algorithms for bits/sample. Odd that you’ve never heard of them in relation to audio though. Sinc-based interpolation implementation still varies though, so it will still commonly introduce loss unless you’re just testing it with 1 interpolation method, and even then some programs don’t handle it properly like SRC.
I consider SRC the reference implementation for resampling done right:
http://www.mega-nerd.com/SRC/
The implementation is based on the techniques described in:
https://ccrma.stanford.edu/~jos/resample/
From the SRC API docs:
Try to beat this without increasing the processing time by a whole magnitude.
And concerning gaussian interpolation. I don’t remember seeing this in any serious resampler, apart from emulation cores (and there it’s probably only included because the hardware does it like that). Gaussian lowpass filtering is another topic.
So again, let’s hope that everything is using the same resampling standard, assuming it does handle up/down sampling properly?
No, I never said that.
If you just cast the samples, then yes – it would be lossless. Let’s take unsigned 16bit samples when range from 0 to 2^16 – 1 (65535). For unsigned 24bit samples the range goes up to 16777215 (2^24 – 1).
You see why casting is not an optimal solution, right?
Assuming the DAC maps the digital range to the (usual?) +/-2V (analogue) range, casting would result in a very quiet signal and even worse:
65535 (which was previously, in 16bit range, mapped to +2V) would get mapped to -1.984376V (if my math is right).
Now this is severely wrong and simply can’t work. You therefore have to rescale the sample values to the new range and that’s where (probably lossy) math is involved. Linear scaling with a factor of 256
should work, but I’m not sure if linear scaling is the right way to go here. Furthermore this scaling is unbalanced by a small amount:
65535 scales to 16776960 (which is still 255 units away from the peak value of 16776960)
*sigh*
By casting I had figured you meant amplifying by a factor of 256, casting 1 as 256, 2 as 512, etc. Sorry if that wasn’t clear, as I wouldn’t have figured you’d suggest a non scaled conversion, given how obviously flawed it would end up. Regarding 65535 -> 16776960; yes that would change it, but when reduced to the bit depth of the original, it’ll be the same as it was initially.
– I rerecorded all yoshi remixes that were still playing the intro without the yoshi remix and even found an unused one (Tall Tree Trunk Galaxy – Star 2)
– If I try to use the infinite fire mario time one the music does not switch to Squizzard’s song if you enter his battle, so i can’t get the intro if there’s an intro at all
– Only alternate version I don’t have the intro is the dash pepper yoshi variant of Hightall Falls Galaxy and yoshi variant of beat block galaxy, because the yoshi remix song gecko code does not work on these songs.
– I have 220 stars now, so the missing song will be there soon 🙂 There are gecko codes to unlock all 242 stars, but that’s no fun and it does no unlock grandmaster galaxy(there’s no pal version code made yet that unlocks grandmaster galaxy on the screen)
it failed when uploading. sadly i have a very slow internet connection at the moment and i keep failing uploading the file. It’s no big deal, since it’s still in the rar file and it’s an unused SMG1 file anyway.
When you do get it please upload it, i’d love to hear what those CDs have to offer, i can’t wait!
i tried uploading them today at my old appartment when i had to wait to return my key. Sadly I had to deliver the key earlier than expected and i only managed to upload the mp3 where song 190 was the only song that failed uploading.
I tried with my mobile phone internet, but it’s so freaking slow that it keeps failing uploading.
edit: It seems that the mp3 rars have not been updated either. They are exactly the same as the flacs just in mp3.
Anyway, I apologize for not replying to your comments earlier! You’re very cunning to come up with your own gecko code; I’m shocked! Well done!
I just downloaded this too, so thanks. There’s no way the official soundtrack is going to offer all of this, so this work is much appreciated.
I just noticed that.
I just noticed that.
WHAT?!? I missed a song!. THX for telling me where it’s used since the title ‘Tips TV’ is vague. I never checked out those monitor videos so it’s easy to oversee that song.
BTW, i’m busy doing the same with Super Mario Galaxy 1. Sadly the FMV have the Sound effects in it and I only have mp3 of the original soundtrack. It’s 161 tracks so far.
Wow do you think you can rip the music that starts from 4.34
http://www.youtube.com/watch?v=TNimy8WYwi4
I’m pretty sure it plays whenever you check the monitors and they show you a tutorial video. I looked once just to see what happened, and I remember music playing… I assume it happens with all videos…
BTW, i’m busy doing the same with Super Mario Galaxy 1. Sadly the FMV have the Sound effects in it and I only have mp3 of the original soundtrack. It’s 161 tracks so far.
Nice. I know there’s another rip out there, but it has, if I remember correctly, 84 songs… missing quite a bit, I’d say…
Looking forward to the completed Galaxy 2 soundtrack, as well as the full Galaxy 1 soundtrack!
Although it appears it’s on the soundtrack anyway [unlike the first game] so the website will seem low in quality soon!
Although it appears it’s on the soundtrack anyway [unlike the first game] so the website will seem low in quality soon!
Edit: Nevermind
I will update them the moment i get a steady internet in my new appartment. By then my SMG rip will be there too.
I will update them the moment i get a steady internet in my new appartment. By then my SMG rip will be there too.
I’m still figuring out a few strange things with SMG 1. The Megaleg battle song seems sequenced, but there are 2 files on the disc that sound like a variation of the Megaleg battle song. Also I made a gecko code to always play the alternate song and it seems the ‘Inside the observatory dome’ has an alternate version besides the Bowser Rolling variation, the file select variation and the shell-surfing variation of Beach Bowl Galaxy. I can’t remember when it plays.
Just download the current rar files and then download the individual songs that are different among the rar files, and his individual file list. It will save slippy the inconvenience of having to upload three huge files.
I will update them the moment i get a steady internet in my new appartment. By then my SMG rip will be there too.
I’m still figuring out a few strange things with SMG 1. The Megaleg battle song seems sequenced, but there are 2 files on the disc that sound like a variation of the Megaleg battle song. Also I made a gecko code to always play the alternate song and it seems the ‘Inside the observatory dome’ has an alternate version besides the Bowser Rolling variation, the file select variation and the shell-surfing variation of Beach Bowl Galaxy. I can’t remember when it plays.
My hat will go off to you in gratitude if you can somehow extract the first variation of MegaLeg’s theme.
Although it appears it’s on the soundtrack anyway [unlike the first game] so the website will seem low in quality soon!the rars are not updated, in the individual songs list a higher quality version is there.
Still waiting for my internet router to show up at my new appartment so i can reupload them.
Can there be a list of all the different songs?
But I could be entirely wrong, so please correct me if I am…
BTW, i’m busy doing the same with Super Mario Galaxy 1.It’s 161 tracks so far.
Any updates yet?
I don’t see a point in people requesting you to rip songs that are not truly in the soundtrack listing. I think you should stick with what songs you’ve ripped already… but that’s just my opinion. You’ve done a great job already and shouldn’t require to do extra that are not even really official anyway.
Listening to the various Yoshi themes, I am now curious if there are more Yoshi variations (ex. Slipsand/Clockwork Ruins Galaxy) or if those missing variations just aren’t present in the game.
Listening to the various Yoshi themes, I am now curious if there are more Yoshi variations (ex. Slipsand/Clockwork Ruins Galaxy) or if those missing variations just aren’t present in the game.
Listening to the various Yoshi themes, I am now curious if there are more Yoshi variations (ex. Slipsand/Clockwork Ruins Galaxy) or if those missing variations just aren’t present in the game.
Trying to force Yoshi variations on levels without Yoshi has no effect even with songs that have a Yoshi remix, because the sound bank is not loaded.
And the opposite is only true if they made a yoshi remix. For example the Star Chance song has no Yoshi remix.
And the only unused Yoshi Remix I found was the song called ‘Forest Dwellers’. (I will update this week the list with OST titles and replace some line-in recordings with the OST version and also my SMG 1 rip)
And the opposite is only true if they made a yoshi remix. For example the Star Chance song has no Yoshi remix.
And the only unused Yoshi Remix I found was the song called ‘Forest Dwellers’. (I will update this week the list with OST titles and replace some line-in recordings with the OST version and also my SMG 1 rip)
That’s pretty cool. And thank you very much for these rips- I can imagine that they are very time consuming and take a lot of effort (and knowledge- I feel completely clueless about the various sound banks and whatnot)
Anyway, I updated the links. Tagged based on the OST and I also replaced some of the line-in recordings and gamerips with the lossless OST track to increase quality.
They are not the same. I downloaded his rip and they are correctly done. You might want to go back and listen again.
OK, I have to look at it. The last change I made I replaced songs with their OST version because they are higher quality (44.1khz vs. 32khz ingame)
I could have replaced the wrong version with the OST version.
I have recorded the full File Select song (…with drums at the intro) from Dolphin emulator. I spent almost a month to record and edit it.
Here’s the link:
http://www.mediafire.com/?s0aq7xf7lx28197
Have you updated the ZIP files of MP3s yet?
I have recorded the full File Select song (…with drums at the intro) from Dolphin emulator. I spent almost a month to record and edit it.
Here’s the link:
http://www.mediafire.com/?s0aq7xf7lx28197
Have you updated the ZIP files of MP3s yet?Hey what did you use to make the track start playing from the start? The obvious way would be a gecko code as I did with SMG 1. I haven’t looked for a gecko code to make it start from beginning in SMG2 though.
The zip-files are already updated for some time. I’m fixing mighty megahammer now, since i changed the wrong one to the yoshi variation in the last change. Should be done within an hour after sending this message. Other then that it has the latest version.
edit: I just checked and it seems some uncompressed file downloads are missing. I try to fix it all ASAP. Seriously these downloads take a lot of time to maintain with all the small mistakes I’m fixing.
Also my pc is too slow for emulating gamecube/wii games. Too bad since i have an iso of luigi’s mansion that should have all sound fx muted.
On the emulator in my computer, the Title song does not loop. Fortunately, when the Title song reaches the end, it plays again. (This is also applied to File Select song.) So I had to find the loop…
And my computer is very slow in-game, but it can handle the main title and the file-select screen (and the music that plays on these screens too).
If you don’t trust me, I have to show you how these songs play on my computer by a raw WAV record:
http://www.mediafire.com/?y36ip8qp6ntv2v7
Anyway i have an iso of luigi’s mansion with sound fx disabled, because i wanted to do a sfx-free rip, but i don’t have a dvd burner(it died), nor is dolphin fast enough to run and record songs from it. Could you maybe do a rip if i provide you the iso?
Do I have to explain how these songs play ON MY COMPUTER again?
I’ve already mentioned it by the raw WAV record. These songs does not loop on Dolphin. Every time they reach the loop-ending position (also the end of audio data), they stop for about 2-3 secs, and then play again from the start (not the loop-starting position…).
So I can re-record them any time I want. And I can have the drums in the intro of File Select song.
I notice that you have missed some samples before the loop-end position in some tracks, especially the tracks which pre-recorded material (in ASTs) and sequenced drums plays together (eg. Yoshi mix of Starship Mario #1, #2 and #3).
(… Oh, I have to tell you that the AST containing the title song is actually used in the game. Perhaps it plays at a (little bit) different bit-rate to "match" the sequenced drums.)
I’m just finding the loop in these songs (by finding visually the samples just before the loop-ending position which looks like the samples just before the loop-ending position).
I also notice some clicks in the tracks "Hungry Shroom Luma" and "Hungry Shroom Luma Had Enough".
Did your raw recordings from Wii have the clicks?
Anyway i have an iso of luigi’s mansion with sound fx disabled, because i wanted to do a sfx-free rip, but i don’t have a dvd burner(it died), nor is dolphin fast enough to run and record songs from it. Could you maybe do a rip if i provide you the iso?
Now I can only spend time fixing your SMG2 soundtrack, since I’m a fan of Super Mario series. But I don’t think I can spend time ripping Luigi’s Mansion, since I’m at 11th grade at high school in Vietnam. I must be ready to spend much more time to study.
And my computer is like yours: Too slow in emulating GC and Wii games. Fortunately, it can handle most of the things in the title and the file-select screen in SMG2. I cannot go any further in-game, since my computer cannot show the important things in-game.
I’ve already mentioned it by the raw WAV record. These songs does not loop on Dolphin. Every time they reach the loop-ending position (also the end of audio data), they stop for about 2-3 secs, and then play again from the start (not the loop-starting position…).
So I can re-record them any time I want. And I can have the drums in the intro of File Select song.
you misunderstood, i know your recording method and it started directly with the drums, so i was a bit puzzled since the game does not start playing with the drum right away. There’s no automatic way to find loop points in songs, but the ingame stream title.ast has looping info, even though it’s not used in the game.
I also notice some clicks in the tracks "Hungry Shroom Luma" and "Hungry Shroom Luma Had Enough".
Did your raw recordings from Wii have the clicks?
you have an old version, it’s been fixed. Like most yoshi variations are fixed too and play the intro.
But what missed samples in the starship mario versions? I got the loop points from the ast and since my recording is 44100, not 32000 khz i had to do a small calculation to get the right loop points.
But about "Hungry Shroom Luma", "Hungry Shroom Luma Had Enough" and some tracks that loops again a bit sooner:
you have an old version, it’s been fixed. Like most yoshi variations are fixed too and play the intro.
But what missed samples in the starship mario versions? I got the loop points from the ast and since my recording is 44100, not 32000 khz i had to do a small calculation to get the right loop points.
The clicks in "Hungry Shroom Luma" and "Hungry Shroom Luma Had Enough" is inaudible when I hear from the speakers, but I can notice them from headphones. Perhaps I can fix that by re-configure the loops.
Since the ASTs play with a little bit different speed in the game, the loop points you’ve got from the ASTs (and applied in your tracks) are not usually correct even though you’ve used calculations based on sample rate. I realize that when I try to "match" my recording of a song with the AST of that song (by note-to-note synchronization).
Its a very goodddddddddddddddddddddddd yes!!!
THANK YOU!!!!!!!!!!!!!
track 141 is unrippable. It plays the normal fire mario theme if you try to force it.
Since the ASTs play with a little bit different speed in the game, the loop points you’ve got from the ASTs (and applied in your tracks) are not usually correct even though you’ve used calculations based on sample rate. I realize that when I try to "match" my recording of a song with the AST of that song (by note-to-note synchronization). the little different speed is is normal since the game might be slown down. This is even more the case if you would use your emulated method. To see if the looping points were done well I test it by mixing the leftover audio(after the loop point) with the audio starting from the loop point to hear if it matches. Again you might have an old version, since most tracks are redone several times(most tracks were replaced with their OST version because of the increased sample rate). I could have made small mistakes or hide parts that were hard to record, but for the average listener they are inaudible.
OK. So your opinion is not fit with mine. I have general knowledge about music. I have to deal with your mistakes by re-finding the loops in your tracks. I will release the MP3 fix soon. I’m sorry that I can’t work with your FLAC version. My MP3 fix will contain Yoshi variations in some tracks.
The only question I have is if you only played the game on an emulator or also on a real wii? I’m quite curious how accurate wii emulating is. When I play it on an emulator the sound is a lot slower than on a real Wii and the reverb is often absent. Since you say Dolphin ignores loop points there might be audio after the loop point. Still I would take a second check to what you say since I don’t hear the mistakes in the starship mario tracks myself, but it has been quite some time I worked on the tracks. I know from experience that the game composer himself made mistakes too.
Do you have the latest version of these songs?
Yoshi mix for Starship Mario #2 is fine, but #1 and #3 is still not. And Yoshi mix of some other tracks are not looping well too. These songs should be listed in my fix.
Why not rip it yourself if you think so little of the rip?
and to jurassicPieter: don’t worry about what this guy says about your rip too much 😉
and to jurassicPieter: don’t worry about what this guy says about your rip too much 😉
QFT.
Do you have the latest version of these songs?
Hey Slippytoad. I’m not sure if you’re still looking for constant updates but i managed to find a full complete version of the squizzard battle (Fire Mario). I’m not bashing you or your music i love your soundtrack and the work you’ve done. I’m just trying to help and make the ost that much better.
http://www.brawlcustommusic.com/2556
It’s available in Mp3 format…I don’t know if it matches your music quality though….but here it goes[COLOR="Silver"]
This is because I don’t have a Wii at home, so I can’t make a complete rip. And I don’t have much free time to rip.
If I make a soundtrack that use most of the track in this ultimate soundtrack, it would be a lie. OK?
If I make a soundtrack that use most of the track in this ultimate soundtrack, it would be a lie. OK?
If all you’re going to do is bitch about how "imperfect" his rip is, then don’t sit there and spout out a bunch of BS about how you could improve it if you’re not going to put your money where your keyboard is. All you’re doing it making yourself look like a douchebag tool.
My MP3 fix at MediaFire (http://www.mediafire.com/?i412sk9f484q5)
I’m updating this every week, and I’m uploading completed tracks there. Please take some time listening to my fix.
—————-
For slippyToad: I would like to co-operate with you on this soundtrack.
Would you please give me a raw record of Bowser Jr.’s Fort (Yoshi mix) from your Wii?
The thing I’ve done with the current version of this track is making it looped in a right time. But it still sounds not perfect between the two loops…
Super Mario Galaxy 2: Boss – Squizzard (Fire Mario) – Video Game Music (http://www.brawlcustommusic.com/2556)
It’s available in Mp3 format…I don’t know if it matches your music quality though….but here it goes[COLOR="Silver"]
the intro is the normal squizzard battle intro, but may be I can add it to the start.
———- Post added at 03:37 PM ———- Previous post was at 03:15 PM ———-
Hello Arigeitsu159, I think you don’t have to say that because I’m working on some tracks of this soundtrack. My fix is located here:
My MP3 fix at MediaFire (http://www.mediafire.com/?i412sk9f484q5)
I’m updating this every week, and I’m uploading completed tracks there. Please take some time listening to my fix.
—————-
For slippyToad: I would like to co-operate with you on this soundtrack.
Would you please give me a raw record of Bowser Jr.’s Fort (Yoshi mix) from your Wii?
The thing I’ve done with the current version of this track is making it looped in a right time. But it still sounds not perfect between the two loops…
I’m busy with other things then working on any soundtrack. I threw away the raw records All I have is the flac’s and loop points in samples. If yours are better I change them but I’m hesitant to use emulated song recordings. I prefer to have the yoshi variation of the teleporter song looped(the normal version was looped on the OST)
The loop points I found for Bowser Jr.’s Fort are 181052 samples (loop start) and 2502099 samples (loops again)
After I listened carefully to the OST, I would like to suggest that the correct intro for "Squizzard Battle (Fire Mario)" is not like the one in the normal Squizzard Battle song. It is just some drums.
Is there anyone can get these drums???
I’m busy with other things then working on any soundtrack. I threw away the raw records All I have is the flac’s and loop points in samples. If yours are better I change them but I’m hesitant to use emulated song recordings. I prefer to have the yoshi variation of the teleporter song looped(the normal version was looped on the OST).
Uhm… Since you threw away your raw records, I can only make Bowser Jr.’s Fort (Yoshi mix) loops in a right beat, and can’t make it sounds perfect.
I have the same problem when re-looping Gusty Garden Galaxy (Yoshi mix).
Those two songs are in the folder "Corrected loops – Not perfect sounds".
I don’t have a Wii at home, so I have to rely on your soundtrack to fix. I haven’t meant "fixing" is "re-ripping".
And I’m planning to edit some tracks in the OST to make the real critical mix which played in the game. Would you like to complain on this plan?
Is there anyone can get these drums???
Uhm… Since you threw away your raw records, I can only make Bowser Jr.’s Fort (Yoshi mix) loops in a right beat, and can’t make it sounds perfect.
I have the same problem when re-looping Gusty Garden Galaxy (Yoshi mix).
Those two songs are in the folder "Corrected loops – Not perfect sounds".
I don’t have a Wii at home, so I have to rely on your soundtrack to fix. I haven’t meant "fixing" is "re-ripping".
And I’m planning to edit some tracks in the OST to make the real critical mix which played in the game. Would you like to complain on this plan?
i’m fine with that. Might do a listen again to my soundrips. I just noticed on my Wii Play rip that one track had still a tank SFX in the start. And also trying to fix the syncing problems in my SMG1 rip
And I would like to receive raw records of "Grandmaster Galaxy – Gusty Garden Galaxy (Yoshi)" and "Bowser Jr.’s Fort (Yoshi)" from your Wii.
I prefer the following format for raw records: WAV, 96000Hz, 32-bit float.
———————————————————————–
Is there anyone else interested in your SMG2 rip??? 🙁 This thread has been stuck for half a month.
———- Post added at 03:37 PM ———- Previous post was at 03:15 PM ———-
I’m busy with other things then working on any soundtrack. I threw away the raw records All I have is the flac’s and loop points in samples. If yours are better I change them but I’m hesitant to use emulated song recordings. I prefer to have the yoshi variation of the teleporter song looped(the normal version was looped on the OST)
The loop points I found for Bowser Jr.’s Fort are 181052 samples (loop start) and 2502099 samples (loops again)
There’s a funny thing about that Squizzard (Fire Mario) thing on brawlcustommusic.com — I actually took the seperate MP3s of the normal version, and the ‘Fire Mario’ versions, FROM you and just used Audacity to have the normal intro play before the Fire Mario version starts.
I would also support an attempt at making a solid rip of Super Mario Sunshine.
And I would like to receive raw records of "Grandmaster Galaxy – Gusty Garden Galaxy (Yoshi)" and "Bowser Jr.’s Fort (Yoshi)" from your Wii.
I prefer the following format for raw records: WAV, 96000Hz, 32-bit float.
———————————————————————–
Is there anyone else interested in your SMG2 rip??? 🙁 This thread has been stuck for half a month.
Most people downloaded it already. As for your request. I can record 96 khz, 32-bit float, but I think that’s a bit overkill, especially since 90% of the soundcards just upsample the recording.
I would also support an attempt at making a solid rip of Super Mario Sunshine.
So do I, but the only way for me to change files on the iso is by using the wiibrew riivolution which does not work on gamecube games.
so i have to the download the MP3_1_2_3 to listen to the the the soundtrack?
If you want to listen to all of them, yes. If you only look for a specific song download just the individual song from the list.
One quick question: I’m trying the track down the 1-UP sound effect from the game… is it in your rip?
For reference, here it is in the following youtube clip: YouTube – Super Mario Galaxy 2 | Infinte 1-UP Glitch (http://www.youtube.com/watch?v=eZOc0xcr94g#t=0m58s)
It sounds like a streaming audio file, not sequenced. But my ears could be deceiving me. If this isn’t already in your rip, I would be indebted for a copy in MP3 format.
Many thanks in advance!
One quick question: I’m trying the track down the 1-UP sound effect from the game… is it in your rip?
For reference, here it is in the following youtube clip: YouTube – Super Mario Galaxy 2 | Infinte 1-UP Glitch (http://www.youtube.com/watch?v=eZOc0xcr94g#t=0m58s)
It sounds like a streaming audio file, not sequenced. But my ears could be deceiving me. If this isn’t already in your rip, I would be indebted for a copy in MP3 format.
Many thanks in advance!
the 1-up is in the sfx library. That’s weird since the 5-up is sequenced and rippable. I think it’s a mono stream in the big aw file. Haven’t ripped it and nobody asked about it, so I never bothered to look for this 1 sec ‘song’
Thanks for the explanation. Just to make it clear, when you compare the 1-up song to the 5-up song, does that mean the 1-up song is NOT rippable?
I’m not sure what you mean when you mention the "big aw file". Is that is something I can get a copy of, and is it then possible to process the 1-up song out of it to create an MP3?
I don’t mind doing some dirty work to get what I need. I might just need a little pointer in the right direction.
Many thanks!
Thanks for the explanation. Just to make it clear, when you compare the 1-up song to the 5-up song, does that mean the 1-up song is NOT rippable?
I’m not sure what you mean when you mention the "big aw file". Is that is something I can get a copy of, and is it then possible to process the 1-up song out of it to create an MP3?
I don’t mind doing some dirty work to get what I need. I might just need a little pointer in the right direction.
Many thanks!the 1-up is in the sfx section, and since the game contains about 300 sfx it’s just a matter of searching intensively for it. On the game disc you find files with the file format .aw. They contain sound fx and the instruments. No individual sound extractor is made for SMG2 yet, but there’s a tool called dumpaw.exe(google is your friend) to get 9 files with potential sound fx.
Thanks for the assist, Slippy.
I am slowly making my way through the AW files under the Waves directory of the ISO.
I should also mention I am using WIIScrubber to extract the AW files from the ISO each time… is there a better way? It is rather cumbersome, as it seems like it can only extract a single file at a time.
So, I am using awdump.exe to parse each AW file individually. Not an easy task since it looks like there are over 100 AW files. Anyway, the 9 WAV files that dumpaw.exe produces are strange in that there is a lot of static (mostly static, actually), but brief seconds of music interspersed. I prefer to load the WAVs into an audio editor to quickly eyeball the waveform graph for possible hits.
I have also noticed that larger AW files definitely have more useful sound effects in them. In fact, the file B118take_6.aw even has the full minute-plus intro screen score.
Another interesting thing I noticed is that split across these 9 mono streams are actually the Left and Right stereo channels. Although tricky, I imagine it is quite possible to reassemble these back into a stereo file.
Still, through it all, no luck yet in tracking down the ellusive 1-up sound effect. You mentioned that there is a "Big AW" file… any chance you have the file name so I can find it easier?
Also, if you have any more insights into making my workflow as described a little easier, I’d appreciate it.
Sorry if this discussion has become a little off topic, but I value the information and hope it might help others interested in the SMG2 sound effects.
Thanks!
I am slowly making my way through the AW files under the Waves directory of the ISO.
I should also mention I am using WIIScrubber to extract the AW files from the ISO each time… is there a better way? It is rather cumbersome, as it seems like it can only extract a single file at a time.
So, I am using awdump.exe to parse each AW file individually. Not an easy task since it looks like there are over 100 AW files. Anyway, the 9 WAV files that dumpaw.exe produces are strange in that there is a lot of static (mostly static, actually), but brief seconds of music interspersed. I prefer to load the WAVs into an audio editor to quickly eyeball the waveform graph for possible hits.
I have also noticed that larger AW files definitely have more useful sound effects in them. In fact, the file B118take_6.aw even has the full minute-plus intro screen score.
Another interesting thing I noticed is that split across these 9 mono streams are actually the Left and Right stereo channels. Although tricky, I imagine it is quite possible to reassemble these back into a stereo file.
Still, through it all, no luck yet in tracking down the ellusive 1-up sound effect. You mentioned that there is a "Big AW" file… any chance you have the file name so I can find it easier?
Also, if you have any more insights into making my workflow as described a little easier, I’d appreciate it.
Sorry if this discussion has become a little off topic, but I value the information and hope it might help others interested in the SMG2 sound effects.
Thanks!
sorry, I was working on the SMS rip and in that game one .aw file contains 90% of the SFX and every song had it’s own .aw file. In SMG and SMG2 this is the opposite. And the reason for so much static is that the audio is saved in frames of 9 bytes, but every sound file starts as a multiple of 10 bytes. I haven’t looked much at individual sounds for SMG to be honest. Since the same sfx was used in both SMG and SMG2 it should probably be an .aw file that is included on both games.
No worries. As I said, I really appreciate you poking me in the right direction. At least I have a chance at landing the audio stream I’m looking for… albeit a needle-in-a-haystack’s chance.
Any chance you could recommend a better way to decrypt and extract the entire SMG2 ISO? As mentioned, I am using WiiScrubber which only allows single-clicking each file to extract them. I’d really like a way to extract the entire AudioRes/Waves folder at once, which contains all the AW files.
EDIT: Silly me! I can right-click the partition and extract it completely. At least that problem’s solved.
I’ve tried a few of the tools found here:
List of PC utilities – WiiBrew (http://wiibrew.org/wiki/List_of_PC_utilities)
Namely: WiiFuse and WiiTools. But, neither has been able to read the SMG2 ISO.
I am comfortable using a tool on Windows or Linux, including ones that need to be built from source code. So, feel free to recommend anything you think might help.
Also, as for comparing the sound effects between SMG and SMG2 — I believe the 1-up sound changed between these two games. It’s a slight change, but significant enough that I’d like the SMG2 version.
Free File Sharing Made Simple – MediaFire (http://www.mediafire.com/?20w3i8ofiobe5v0,xfggu8xzwc4q7cb,2ka3xi66ltf5v2u)
All the necessary files were found in B118take_6.aw in the Wavs folder of the game disc.
Edit: I see it’s also in the soundtrack now, but the difference is that my rip doesn’t have the selection SFX.
EDIT: Ok I just noticed that slippyToad hasn’t done anything here since 2014 soooooo never mind lol