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PSX Slightly Higher Quality Sound Pack  "Ported from Total Meltdown"

User is online   Marphy Black 

  • 963

#1

Greetings, Duke4.net forums! I'd like to share with you all the preliminary release of a small project I've been working on. As I'm sure many of you already know, the PlayStation port of Duke 3D, Total Meltdown, features slightly higher quality voice clips for Duke compared to the original PC sounds. This is due to the fact they were only downsampled to 11,025 Hz while the PC's were downgraded to 8,000 Hz. While the difference isn't huge, these PSX voice clips are still a genuine improvement that I believe were more than worth porting over to the PC as an EDuke32 mod.

However, just to be thorough, I ported not only Duke's voice clips, but a total of 150 PSX sounds that I was able to conclusively identify as having a matching analogue in the PC version. Unfortunately, this doesn't mean all 150 sounds are of greater quality as several do match the PC's sample rates. Nonetheless, I can guarantee the quality is at least of equal or greater value. There's still quite plenty of subtle improvements to be heard, particularly noticeable in things like the Pig Cop's recog sound and the squish effect. So for now, here's the download:

http://www.mediafire...SXSoundPack.rar (1.85 MB)

This sound pack is currently packaged to run as an independent EDuke32 mod, but you'll probably want to implement it with something like HRP or DukePlus as it complements them well and is compatible. Simply follow the appropriate installation instructions found in the included text file. Also, if you're interested in some of the technical findings, I left a few comments in sounds_psx.def for the curious to allow the enabling/disabling of certain sounds to achieve a more/less accurate emulation of the PSX experience.

Formerly RinyRed
aka Revenant100

This post has been edited by RinyRed: 16 October 2012 - 04:15 AM

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User is online   Fox 

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#2

How did you managed to get the proper sampling rate? With the program I am using right now I am forced to set it manually for each sound.
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User is online   Marphy Black 

  • 963

#3

Unfortunately, with the tools we have (I used PSound, in particular), we don't have any precise way of knowing what the exact sample rates are supposed to be. PSound scans for the audio data without that information, so forcing a sample rate is necessary. However, I played Total Meltdown quite a bit before I began ripping the files to figure out how everything actually sounds in-game. Most everything in the port sounds identical in speed and pitch to the PC version, so it was mainly trial and error trying to guess what the intended sample rate of each sound was supposed to be. Thankfully, most of the PSX sounds simply used the typical 8,000 or 11,250 kHz sampling rates, so it was just a matter of checking between those two values. To be absolutely certain my selected rates were correct, I compared the PSX sound lengths with the PC originals and found them to be virtually identical.

The two exceptions to this were GLASHEVY and SQUISH as they play much slower and at a lower pitch in this port. Apparently the developers didn't properly resample these sounds, but their error works in our favor as we can now play them back at the proper, higher quality sample rate which is closer to 22,500 kHz.

Formerly RinyRed
aka Revenant100
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User is offline   LeoD 

  • 476

#4

38kbps is very low, even for 11KHz IMO. Would you mind providing us a WAV version, too?
Btw, your OGG encoder es pretty old. Try this one or LamXP if you don't like command line tools.

Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."

This post has been edited by LeoD: 15 October 2012 - 03:04 PM

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User is online   Marphy Black 

  • 963

#5

Thanks for that encoder. I used Audacity to convert the files to ogg, which wasn't my first choice, but my original program failed to open the wave files. This worked like a charm.

Anyway, I wanted to release this pack using the original uncompressed wave files, but I just couldn't get them to function in EDuke32. The wave files work, the file paths are correct, and the definitions are set. However, they simply didn't play in-game when I run the content in EDuke32. It seemed like the program was totally ignoring my files. No errors show up in the log either. It was only when I converted the wave files to ogg and replaced all instances of ".wav" with ".ogg" in the def file did the sounds begin to work. Does EDuke32 not support uncompressed wave files? Oddly enough, if I copy the ogg versions to the same directory as the wave file versions (i.e. both ogg and wave files are in the same folder), the sounds suddenly work even though the def file is explicitly pointing to the wave files. Is this a bug? If anyone could help solve this issue, I'd be grateful. This is the non-functioning wave file version:

http://www.mediafire...undPack_wav.rar (3.77 MB)

Formerly RinyRed
aka Revenant100

This post has been edited by RinyRed: 15 October 2012 - 03:55 PM

1

User is offline   LeoD 

  • 476

#6

Concerning the bitrate I wasn't quite right it seems. 11KHz mono yields no more than 38-43kbps at OGG quality 7, indeed.
I can't tell for sure if Audacity's (2.0.2) built-in OGG encoder is really that old but the tag they put into the OGG implies it.
About the WAVs: Maybe they still have some inconvenient headers. You could try Foobar2000's convert function to 'convert' them to 16bit stereo and see what happens ingame then.

Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."

This post has been edited by LeoD: 16 October 2012 - 07:26 AM

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User is offline   TerminX 

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  #7

View PostRinyRed, on 15 October 2012 - 03:54 PM, said:

Thanks for that encoder. I used Audacity to convert the files to ogg, which wasn't my first choice, but my original program failed to open the wave files. This worked like a charm.

Anyway, I wanted to release this pack using the original uncompressed wave files, but I just couldn't get them to function in EDuke32. The wave files work, the file paths are correct, and the definitions are set. However, they simply didn't play in-game when I run the content in EDuke32. It seemed like the program was totally ignoring my files. No errors show up in the log either. It was only when I converted the wave files to ogg and replaced all instances of ".wav" with ".ogg" in the def file did the sounds begin to work. Does EDuke32 not support uncompressed wave files? Oddly enough, if I copy the ogg versions to the same directory as the wave file versions (i.e. both ogg and wave files are in the same folder), the sounds suddenly work even though the def file is explicitly pointing to the wave files. Is this a bug? If anyone could help solve this issue, I'd be grateful. This is the non-functioning wave file version:

http://www.mediafire...undPack_wav.rar (3.77 MB)

There are a few different types of .WAV files... make sure you're not using anything ADPCM.

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User is online   Fox 

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#8

If anyone is interested, I have listed all the sounds ripped from the PMP files. It shows the first map they appeared on.

Spoiler

1

User is online   Marphy Black 

  • 963

#9

View PostTerminX, on 15 October 2012 - 04:27 PM, said:

There are a few different types of .WAV files... make sure you're not using anything ADPCM.
My sounds are 16-bit mono uncompressed PCM wave files with sample rates of 8,000, 11,025, or 22,050 Hz. I've checked and double checked. You can also confirm this for yourself with the rar file I posted. EDuke32 doesn't acknowledge them in any way and doesn't produce any errors in the log. It's not an issue with my definitions as the def files for my ogg and wave versions are completely identical aside from the respective use of ".ogg" and ".wav" extensions. I just can't see anything wrong on my end.

Formerly RinyRed
aka Revenant100
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User is offline   LeoD 

  • 476

#10

View PostRinyRed, on 16 October 2012 - 04:38 AM, said:

My sounds are 16-bit mono uncompressed PCM wave files with sample rates of 8,000, 11,025, or 22,050 Hz. I've checked and double checked. You can also confirm this for yourself with the rar file I posted.
Confirmed, the files are OK.

View PostRinyRed, on 15 October 2012 - 03:54 PM, said:

Oddly enough, if I copy the ogg versions to the same directory as the wave file versions (i.e. both ogg and wave files are in the same folder), the sounds suddenly work even though the def file is explicitly pointing to the wave files. Is this a bug? If anyone could help solve this issue, I'd be grateful.
Actually, the OGGs are played instead of the WAVs. You can check this by using different sounds with the same basename. This might be EDuke32's intended behaviour instead of a bug which just doesn't take this type of usage into account.

EDIT1: For your convenience I have attached tagged quality 10 OGGs to use for the time being, plus a log that shows the sometimes weird sampling rates of the VOCs contained in DUKE3D.GRP.

EDIT2: TX, please add me to the list of guys who wish for FLAC support in EDuke32. :)

Attached File(s)



Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."

This post has been edited by LeoD: 16 October 2012 - 07:24 AM

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User is offline   LeoD 

  • 476

#11

View PostRinyRed, on 15 October 2012 - 10:39 AM, said:

This sound pack is currently packaged to run as an independent EDuke32 mod, but you'll probably want to implement it with something like HRP or DukePlus as it complements them well and is compatible.
Added to my Z-Pack. :) (EDIT: see next post)
After some playing I decided to disable a couple of PSX sounds as can be seen in the attached DEF.
The 8/11KHz cutoff, especially on Duke's voice, adds to the original atmosphere of the game. Therefore, higher quality does not necessarily sound better ingame.

Attached File(s)



Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."

This post has been edited by LeoD: 21 October 2012 - 10:59 AM

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User is offline   LeoD 

  • 476

#12

The use of DEF files in the pack breaks many user maps which bring their own replacement VOC sounds. The solution is to have the PSX sounds converted to VOC and put into an autoload ZIP without hierarchy. The only drawback is that disabling certain sounds now means to [re]move or rename them instead of simply editing a DEF file. I have attached an autoload-ready VOC version without any HRP/DEF prerequisite.

EDIT: Download link moved to "my" thread, Other Stuff section.

Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."

This post has been edited by LeoD: 27 June 2014 - 10:33 AM

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User is offline   Hendricks266 

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  #13

I think this is a good solution. IIRC, as long as the wav files are already 8-bit (which they should be if you extracted them from the PS1 iso), then wav to voc conversion should be lossless.

LeoD, as long as you sourced the vocs from PSXSoundPack_wav.rar, then you should be good to go.
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User is offline   LeoD 

  • 476

#14

View PostHendricks266, on 21 October 2012 - 05:06 PM, said:

I think this is a good solution. IIRC, as long as the wav files are already 8-bit (which they should be if you extracted them from the PS1 iso), then wav to voc conversion should be lossless.

LeoD, as long as you sourced the vocs from PSXSoundPack_wav.rar, then you should be good to go.
I did.

Polymost HRP / Z-Pack: customize your HRP | User Map Maphacks
"Redneck Rampage has chickens. If you put a chicken in Duke3D then it's Duke3D with a chicken."
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