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And yeah nep I too am interested in finding those high quality original sounds :D |
The samples you recovered were probably the best you'll be able to get as I'd assume whoever did the sound probably used some original sounds and synths. Most of them sound easy to recreate though.
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The whole reason I was asking was that I DIDN'T want to do that manually. I'll try out that "SEQ2MIDI" tool, if it doesn't work I'll just do it manually. That covers the midi aspect, but does anyone know how I can extract the original samples from the psf files? |
Are you just trying to replace the samples with higher quality ones? If so then for PSF that is a waste of time..
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You'll probably have to do some digging to find the samples' sources, then.
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I now have managed to convert all the PSF samples to WAV and all the MIDI data to .MID files using VGMTrans, yay! |
I'm talking about the sample packs they came from.
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I've found a couple (y)
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But he just shared it, right there.
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Yeah I just told you, bro.
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Track03 and 04 from X-Static Goldmine 4 by E-Lab.
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I stumbled across them to be honest. That sort of thing happens surprisingly often.
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https://www.youtube.com/watch?v=pV_7eoNkUVA |
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Reviving thread for Littleleeroy
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Sorry for posting in an old thread but I spent all of yesterday researching how to extract the Oddysee music into PSF files so there could be as perfect a rip as possible (of the in-game music.)
In the end though, I came across this list of game soundtrack archives and saw that someone had already done the hard yards and extracted the music. I haven't seen this on the forums before so I thought you would all be interested in it. So here is a direct link to the 7z archive of in-game Abe's Oddysee music in PSF format for all the levels. You can play it back in foobar2000 with the psf component installed (Google!) Now I'm going to see if I can edit a sequence in a PSF file to create my own music using the original AO sounds and playback engine! |
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I reread through the thread and my last post comes across as if I never even read the thread initially...
I gave up on editing the SEQ data within the PSF files and moved onto recreating the tracks in FL Studio like you did. How did you find linking up the samples with the midi tracks? Getting the midi files is easy, your tip on VGMtrans gets the samples into wav format but finding the correct sample and linking it with the tracks in the midi file would take a lot of work. Did you ever manage to finish one? |
In FL Studio you can use a plugin called Fruity LSD to playback a dls soundbank created by VGMtrans. To make the dls get a hex editor and put both the psx vb and vh files from a .lvl together, then import using VGMtrans, right click on the sound bank in the file list and export as dls. It's a bit buggy you might have to try a couple of times but it should work.
Then just import the midi into FL Studio and just load up the DLS file into Fruity LSD. Then you should hear the game music played back perfectly. Edit: Here I've put together R1 from abes oddysee psx. Just open it in FL Studio http://www.mediafire.com/file/lz79j5..._Fl_Studio.zip |
That sucks, Fruity LSD doesn't come in the Juice Pack VST bundle and I use Ableton. Could you see if it's a VST in your FL plugins folder and PM me a mediafire link if it isn't too big?
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Nah its a native fruity loops plugin not a vst. But if you have a plugin that can use DLS sound banks that should work.
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I'll Google it when I get back from work, should be a load of free ones.
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And for samples that loop continously you can set loop points using the built-in audio editor before importing them. |