These are the only existing perfect truly CD-quality recordings of the GoldenEye 007 soundtrack for Nintendo 64: Nintendo 64 GoldenEye 007, CD Quality, 50 Tracks (http://lspiroengine.com/Misc/GoldenEye%20007%20Full.rar)
Adding 32-bit float lossless .WAV: (WAV Format (http://lspiroengine.com/Misc/GoldenEye%20007%20Full%20Lossless.rar))
These can also be found on a YouTube channel I created: https://www.youtube.com/channel/UCG1p2qHnVfOIuRKOpePIgAA
On YouTube there are also 30-minute versions of each song and some Perfect Dark songs. A Perfect Dark pack will be released later.
All recordings adhere to the following:
#1: No opening silence. Each file begins exactly at the start of the song.
#2: No missing samples. In removing the opening silence, no samples at the start of the music were clipped or removed. The first sample in each file is the very first sample in the song.
Similarly, in tracks that do not loop (Killed in Action 1, for example), no samples are clipped from the end. The recordings last until all reverb has finished and no further non-zero samples are generated.
#3: All looped tracks loop exactly once + 10 seconds + 10 seconds of fade. So if a track loops at exactly 1 minute, the recording will be 1 minute and 20 seconds long, with the final 10 seconds being the fade out. The timings on loop points are accurate to the millisecond.
#4: All songs are recorded at the same volume, meaning that if a track in the game is half as loud as another track, it will be half as loud here. Volume levels have not been artificially adjusted.
#5: Similarly, no mastering or any other form of audio manipulation has been applied (other than fade-out). They are all straight unmodified recordings.
L. Spiro
Thanks for this. I had wanted to ask if you’d do a Flac version but didn’t want to come off as ungrateful.


I suppose it’s not really surprising that the samples come with some distortion, I just thought it curious and thought I should confirm.
It’s very clear looking at the original sample wave forms that the samples themselves clip. The distortion was likely rounded out (the waveform smoothed out instead of sharply clamping at 0.0 dB) during the downsample and ADPCM compression for putting into the game, which makes sense.
I tried repairing the sample itself and repairing sections of the Silo and Frigate where it is most noticeable, and neither solution was satisfactory. In both cases I could either still hear the distortion, or a lot of high-frequency samples were muddied out, noticeably changing the overall sound.
So I listened very carefully to the other recordings from the game and in fact you can still barley hear the distortion in the game itself if you are listening for it, and keeping the samples as they were provides the most technically faithful and accurate result, so I finally decided not to “fix” anything. The clipping is technically part of the song, it’s just easier to hear when the song is so crisp and clear.
L. Spiro