Replicating downsampling approach used for sequenced music on limited hardware
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- KVRer
- Topic Starter
- 23 posts since 12 May, 2017
Hey everybody.
I've been very curious about the method by which sound engineers/programmers who worked alongside composers reduced the filesize/downsampled samples for use on consoles such as the Nintendo Gameboy Advance and the Nintendo DS. The main takeaway, I feel, is that the resulting artifacted samples have a lot more built-in noise, compression and are converted to mono, but I was wondering if anybody had any suggestions as to how this was actually tackled in practice?
I can produce very similar results by pre-treating samples (squashing the dynamic range suitably enough), then running them through dBpoweramp Music Converter (outputting them to 22kHz, reducing the bit depth to 8 bit), but I've noticed in the raw sample files I've been able to rip from some DS titles, that the bit depth of the files are 16 bit. Reducing the bit depth to 16 bit through dBpoweramp doesn't produce the characteristic noisiness found in those DS samples, which makes me how (or what caused them to, really) they reached that sound (assumedly it wasn't stylistic choice). Not only that, but a lot of the time the sample rates on the DS samples aren't perfect, some falling in at numbers that don't divide perfectly into 44100.
Examples of what I mean in terms of sound quality:
https://www.youtube.com/watch?v=k525PqOGWAI
https://www.youtube.com/watch?v=B0sves087iU
I've been very curious about the method by which sound engineers/programmers who worked alongside composers reduced the filesize/downsampled samples for use on consoles such as the Nintendo Gameboy Advance and the Nintendo DS. The main takeaway, I feel, is that the resulting artifacted samples have a lot more built-in noise, compression and are converted to mono, but I was wondering if anybody had any suggestions as to how this was actually tackled in practice?
I can produce very similar results by pre-treating samples (squashing the dynamic range suitably enough), then running them through dBpoweramp Music Converter (outputting them to 22kHz, reducing the bit depth to 8 bit), but I've noticed in the raw sample files I've been able to rip from some DS titles, that the bit depth of the files are 16 bit. Reducing the bit depth to 16 bit through dBpoweramp doesn't produce the characteristic noisiness found in those DS samples, which makes me how (or what caused them to, really) they reached that sound (assumedly it wasn't stylistic choice). Not only that, but a lot of the time the sample rates on the DS samples aren't perfect, some falling in at numbers that don't divide perfectly into 44100.
Examples of what I mean in terms of sound quality:
https://www.youtube.com/watch?v=k525PqOGWAI
https://www.youtube.com/watch?v=B0sves087iU
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- KVRAF
- 2008 posts since 11 Aug, 2012 from omfr morf form romf frmo
Don't forget the samples are being played back through a DAC, which impacts what it sounds like. You can look up hardware specs for that.
Bit depth only impacts the noise floor. It's the bitrate and interpolation methods you need to examine.
Bit depth only impacts the noise floor. It's the bitrate and interpolation methods you need to examine.
- KVRAF
- 1803 posts since 23 Sep, 2004 from Kocmoc
Wanna check this one? https://www.kvraudio.com/product/chipcrusher-by-plogue
Soft Knees - Live 12, Diva, Omnisphere, Slate Digital VSX, TDR, Kush Audio, U-He, PA, Valhalla, Fuse, Pulsar, NI, OekSound etc. on Win11Pro R7950X & RME AiO Pro
https://www.youtube.com/@softknees/videos Music & Demoscene
https://www.youtube.com/@softknees/videos Music & Demoscene
- KVRAF
- 11001 posts since 15 Apr, 2019 from Nowhere
Have you checked out Cyclone from Sonic Charge?
This thread is a good start point for it, as it shows the link to a thread with some resources to get things started:
https://soniccharge.com/forum/topic/433 ... m-the-past
This thread is a good start point for it, as it shows the link to a thread with some resources to get things started:
https://soniccharge.com/forum/topic/433 ... m-the-past
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- KVRian
- 872 posts since 28 Nov, 2016
IN ALL LIKELIHOOD the samples are being uLaw encoded or something, and are ACTUALLY 8-bit, and the fact that the samples you're getting are 16-bit is because they were converted from 8-bit uLaw format which is unlistenable in its encoded state