It is currently Mon Sep 25, 2017 6:35 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 7 posts ] 
Author Message
PostPosted: Fri Oct 28, 2016 6:50 pm 
Offline

Joined: Fri Oct 28, 2016 6:38 pm
Posts: 2
I know this has been asked a few times before, but I haven't seen a working, proper link to someone's dumped files.

Hello, I'm new here, hello NesDev!

I was looking for some samples of the voices in Skate or Die 2 during the intro for an interactive website I'm creating that'll work like the game into, except you can remix it yourself. The reason why - well, the intro's pretty darn sweet, right? Anyways, I just want (preferably a MP3 or WAV file) of those voice samples so that I can use.

Thanks, guys!

(Skate! Or! Die! Skate or Die! Die-die-die-die-die!)

ComputerCraze


Top
 Profile  
 
PostPosted: Fri Oct 28, 2016 7:23 pm 
Offline
User avatar

Joined: Sun Sep 19, 2004 9:28 pm
Posts: 3192
Location: Mountain View, CA, USA
Is there a reason you can't make this yourself?

You can get the Skate or Die 2 NSF, then use NSFplay (a.k.a. NSFplug, which is the Winamp plugin version) to play it back. Click the Properties button, go to View -> Channel Mask, then under APU/FDS, disable all the channels shown except for DMC.

The .wav recording is easiest with Winamp simply because it can output to .WAV natively through the Disk Writer output plugin, but if you have a sound card/sound driver that offers "Stereo Mix" or "What-U-Hear" you could capture the played audio that way. Audacity works well for such recording. Otherwise if your sound card/driver doesn't support the aforementioned, you might be able to use OBS/OBS Studio to save locally, then extract the audio from the resulting mp4/mkv/flv.

I'd also suggest getting permission from the publisher (Electronic Arts) before using this on some kind of public website. Rob Hubbard is the original composer/author, but EA likely owns the rights to it.


Top
 Profile  
 
PostPosted: Sat Oct 29, 2016 3:19 am 
Offline

Joined: Fri Oct 28, 2016 6:38 pm
Posts: 2
Oh wow, didn't know you could mix the channels in NSFLive, whoops...

Well, thanks!

ComputerCraze


Top
 Profile  
 
PostPosted: Sat Oct 29, 2016 11:19 am 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5649
Location: Canada
For games that use uncompressed PCM samples, often you can just import the ROM into an audio editor to find and extract the original sample data.

In Audacity it's File > Import > Raw Data. Choose unsigned 8 bit PCM, Mono, and a suitable samplerate (~3000 seems to be about right for this one). You can just play the data back, and you'll hear the samples somewhere in the middle of the ugly noise of the rest of the data.

Edit: tepples explains below, it's actually 4 bit PCM at ~6000 Hz, which is not a format Audacity will import directly.


Though, this technique is only if you want to extract the original data. Probably you just want the sample as-played, so, yeah, muting the other channels and recording a WAV from whatever emulator you're using is pretty easy for that.

ComputerCraze wrote:
Oh wow, didn't know you could mix the channels in NSFLive, whoops...


You can in FCEUX or Nestopia too, and probably several other emulators.


Last edited by rainwarrior on Sat Oct 29, 2016 12:49 pm, edited 2 times in total.

Top
 Profile  
 
PostPosted: Sat Oct 29, 2016 11:45 am 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19011
Location: NE Indiana, USA (NTSC)
SoD2's samples are 4-bit linear PCM (or as linear as the APU DMC DAC allows). Years ago, I wrote an extractor that turns the whole ROM into a wave file; it shouldn't be too hard to write your own if you know any PC programming language.


Top
 Profile  
 
PostPosted: Sat Oct 29, 2016 12:48 pm 
Offline
User avatar

Joined: Sun Jan 22, 2012 12:03 pm
Posts: 5649
Location: Canada
Ah, interesting! So it wasn't quite using the naïve format. Interpreting them as 8-bit PCM still produces intelligible samples (since the high nibble comes through intact), but I can see (hear) now that it's at half the real samplerate.


Top
 Profile  
 
PostPosted: Tue Nov 01, 2016 11:55 am 
Offline
User avatar

Joined: Thu Jan 03, 2008 1:48 pm
Posts: 538
An initial scan of the ROM shows 8K of sample data is at 143A1 through 160A0 which has the guitar sample and "...or die".

Wasn't that hard to find looking for $4011 writes and then the indirect address filling a zeropage space.


Attachments:
sod2smp.mp3 [10.69 KiB]
Downloaded 83 times
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 7 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group