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Full Song Restorations! Sonic 3 & Knuckles Music as the devs heard it скачать в хорошем качестве

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Full Song Restorations! Sonic 3 & Knuckles Music as the devs heard it

See    • Sonic 3 & Knuckles Music as the devs heard...   for information about this video. Download links: Full song restorations using source samples: https://1drv.ms/f/c/042790b2341089e6/... Original HQ Sample Pack: https://1drv.ms/u/c/042790b2341089e6/... Source samples for Vox and glass breaks: https://forums.sonicretro.org/index.p... Sonic 1, 2, 3, &Knuckles, 3D Blast sample ROM rips: https://www.smwcentral.net/?p=viewthr... (look for Ultima's first post) I've been curious what Sonic 3 & Knuckles' music would have sounded like if the original high quality percussion samples were used instead of the highly-compressed samples stored on the Genesis' cartridge. After the better part of a year searching around and looking at samples in Audacity, I've finally been able to do so! Big thanks to @Xeranxies for the help in sample spelunking, ValleyBell for the absolutely INSANE tools and investigations he's done over the years (VGMPlay, SMPSPlay, ...) and enlightening conversations, and the "VGM & Other Instrument Sources" discord for some information including which kick + cymbol crash sample was used. There are several factors that affect the quality of the Genesis' sample playback. 1) The chip the Genesis uses for DAC playback, the YM2612, runs at a high-enough frequency to support the standard 44.1KHz PCM playback rate. However, the Z80 processor, which was used to feed DAC data to the YM2612, is too slow to keep it fed with new sample data with all its other responsibilities. Every few milliseconds it stalls out, causing the most recent sample to be repeated throughout the stall. This results in audible distortion, adding a 'crunchy' effect, and stretches out the sound causing it to sound lower pitched. This can be beneficial in the low frequencies of the kick drum, but it eviscerates the cymbal crash and negatively effects most other samples (at least in my opinion). 2) Only one sample can be played back at a time. The YM2612 only supports playback of a single audio sample at a time, which means for DAC playback that only one sound can be active at a time. As the Z80 is already overloaded, it cannot handle mixing multiple samples together. This causes an active sample to be cut off when a new sample is played. This is more noticeable on longer samples like the cymbal crash or snare. 3) Cartridge ROM was very expensive. a) DAC samples were trimmed heavily, shortening the tail of even the shorter samples like the kick. The cymbal crash was cut by more than half. b) DAC samples were stored at as low a sample rate as could reasonably be managed. This reduced or even eliminated the higher frequencies. c) Priority was given to graphics over audio as improved graphics were the biggest draw to selling consoles and games. By finding the original sources of the DAC samples, we can find out what it would sound like as if these hardware limitations didn't exist - what the developers would have heard while composing. Unfortunately, the source samples for the tracks MJ's team did are currently unknown (which sadly includes Ice Cap). To create the restorations, I used SMPSPlay to get a higher-quality version of the DAC channel's playback of each song, saving it as a .vgm file. Then I used VGMPlay to log the DAC channel, the SN76489's noise channel, and the remaining channels to separate .wav files. I used Audacity to analyze the DAC channel to sequence which drums were used and when, and used Reason to put it all together. I level-matched average DAC channel levels so the 'restored' DAC channel would be the same overall loudness level as the original console output. For the hi hats (which used the SN76489's noise channel instead of a sample), I chose a similar-sounding hi hat sample from Reason's default percussion library for each style of synthesized hi hat and decayed it at the same rate as the SN76489 to have the same groove. This was level-matched as well. My goal was not to 'restore' every track from the 3 games, but only to restore my favorites. 00:00 Angel Island Act 1 02:20 Angel Island Act 2 04:36 Hydrocity Act 1 06:39 Hydrocity Act 2 08:32 Flying Battery Act 1 10:01 Flying Battery Act 2 11:32 Sandopolis Act 1 13:11 Sandopolis Act 2 14:55 Lava Reef Act 1 16:20 Robotnik's Theme 17:36 Big Arms 19:24 Rusty Ruin Act 1 21:22 Rusty Ruin Act 2 23:44 Diamond Dust Act 1 25:07 Diamond Dust Act 2 26:34 Volcano Valley Act 1 27:47 Volcano Valley Act 2

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