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A high-quality render of all music (with fixes) from Slithereens, a game for Mac released in 1998. This version incorporates musical fixes (full details below). Unfixed version: • ♫ Slithereens (Mac, 1998) - All Music (unf... Composer: Eric Speier Game release date: 1998 Original music format: MADH (an obscure crappy Mac tracker format, like XM or IT but with fewer features) 00:00 [1/6] Opening 01:30 [2/6] Misc 03:23 [3/6] Woods 05:50 [4/6] River 07:52 [5/6] Hedge 10:07 [6/6] Castle --- Fixes: TUNING. The instrument samples in the originals were configured with incorrect playback pitches. They weren't even in tune with each other (most obvious: River, @ 6:47-7:09, piano is ~22 cents flat of all other instruments). In the fixed versions, I tuned all tonal samples to A440 as best as I could (many samples have burned-in vibrato or other pitch bending). LAG. Many instrument samples in the original had leading silence, which caused the notes to effectively play late (most obvious: all bass drum notes are ~14.4 ms late in the originals, audible throughout, even the beginning of Opening). In the fixed versions, I trimmed off leading silence from almost all samples (and 4 trailing garbage samples from the marimba samples). RHYTHM. Many notes in the originals simply play at the wrong times, due to wrong quantization (most obvious: all of River). In the fixed versions, I corrected the timings of the problematic notes. Some of the fixes were obvious (Misc @ 2:31). Some required artistic interpretation (River @ 6:04, bass line; Castle @ 11:31). Poor rhythm seems to be a recurring problem in Eric Speier's music. Preserved Aliasing: Some of the notes in the original music are crash cymbals played at very high pitches such that almost all frequency content is above 22050 Hz. When exported at a 44100 Hz sampling rate with a lowpass filter, that frequency content is cut out, and so those cymbals produce no sound. Since I do not think this was the result expected by the composer, I have (in both the fixed and unfixed versions) exported those notes without a lowpass filter so that all frequency content aliases into the 0-22050 Hz frequency range in the manner presumably experienced by the composer. These notes are in Opening (0:35, 1:25), Misc (1:53, 2:14), and Hedge (8:22, 8:29, 8:30, 8:38, 9:04, 9:38, 9:48, 9:52, 9:58). I first upconverted the samples from 8-bit to 16-bit, at decreased volume to avoid clipping (individual track volume details below), and at 32x the original sampling rate (2048-tap Kaiser windowed sinc). Exported using a heavily modified version of PlayerPRO 4.5.9 to fix: severe pitch inaccuracy, very poor note volume resolution, looping bug, Note Delay effect bug, Sample Offset effect bug. Exported at 176400 Hz, and then (except for the aforementioned crash cymbals) lowpassed (2048-tap Kaiser windowed sinc) to 44100 Hz. Uploaded to YouTube as 44100 Hz 16-bit stereo FLAC. The music tracks in this video all begin on 1-second boundaries, and with the exception of Hedge-Castle in the unfixed version, at least 1 second of silence was added between each track. The game has 44 unique levels. Starting at level 45, the game repeats this same set of levels starting from level 1. 00:00 [1/6] Opening Menu music, and game music for bonus levels (9,18,27,36). 11 quantization fixes. Duration: 3901920 samples @ 44100 Hz Volume: 76/256 (0.296875) 01:30 [2/6] Misc Game music for levels 1-8. 4 quantization fixes. Duration: 4939200 samples @ 44100 Hz Volume: 74/256 (0.2890625) 03:23 [3/6] Woods Game music for levels 10-17. 3 quantization fixes. Duration: 6433344 samples @ 44100 Hz Volume: 73/256 (0.28515625) 05:50 [4/6] River Game music for levels 19-26. The original music had its end marker placed 1 tracker line late, making this music track 1/6 of a beat too long. 75 (!) quantization fixes. Duration: 5328108 samples @ 44100 Hz (original) Duration: 5325696 samples @ 44100 Hz (fixed) Volume: 92/256 (0.359375) 07:52 [5/6] Hedge Game music for levels 28-35, 37. Removed the tempo change from 144 BPM to 140 BPM (@ 09:18). 1 quantization fix. Duration: 5934336 samples @ 44100 Hz (original) Duration: 5875200 samples @ 44100 Hz (fixed) Volume: 81/256 (0.31640625) 10:07 [6/6] Castle Game music for levels 38-44. I have no idea why anyone would choose to use such an ear-piercing instrument (instrument name: "Wine Glass"). 5 quantization fixes. Duration: 5832000 samples @ 44100 Hz Volume: 73/256 (0.28515625)