Journey sound sample in mame2003-plus, solved
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@grant2258 said in Journey sound sample in mame:
This looks like it was an issue from adding the ost load and unload support it basically loads a sample if its small enough else it just loads it when its needed and unloads it when it stops when its bigger than a certain size. I added a condition in to fix tmnt samples not playing but it broke the samples that are too big if you didnt have the ost flag set. I just fixed it another way
Right then so it's not my driver code, lovely to have that cleared up so now i can move on to something else and let you guys sort this out ha ha
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Well this is nothing to do with me haha! It working spot on it too much. Just like that big sega update mate it was all good! @mahoneyt944 will be happy ill leave a link later with a fix for plus if he wants to add it there see there is a few pull request there lol.
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@arcadez2003 @grant2258
Good deal. I'm going to mess with the mute settings to figure out what actually works best in the bonus scene ...which means I have to play the hell out of this game. For some reason setting it to 25 in the interface made it sound too quiet, but that's the recommend level. I think this might be because the sample volume is being cut down before mixing so the game sounds are much louder.Basically instead of stopping the song I mute and unmute, this allows the song to play random clips Everytime you hit the bonus round. So a pause workaround. Since stop resets to the beginning of the song every time. It's a cleaver trick to get different audio clips
I'll update with your patch before I test though then make the pull request on 2003plus once it sounds spot on.
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@arcadez2003 @grant2258
OK, after beating the first level about 15 times..... I feel really good about the volume setting. It's just slightly louder than the game sounds which is what you want at a concert lol. I replaced the stop feature with mute so the first time you get to the bonus it plays from the intro. After that, every bonus scene gets a random clip of the song. Using stop you only get the intro and without pause this is a good compromise. I made a new pull request if you guys would test it out on other platforms..xbox, whatever. Let me know how it sound in the bonus and cassette menu. https://github.com/libretro/mame2003-plus-libretro/pull/787/filesScratch that. A bit loud on my cab, I'll back it down. More testing
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Here's a link to the samples from Twisty's. The samples are still full length. I've only changed the sample rate and bit depth to make them quite a bit smaller (down to under 4MB). The information of each version is below. Let me know what you think of the quality if you listen to them.
@grant2258 - I agree, I would love to see the original CD's from any of the 7 or 8 custom OST's that have been implemented into m3plus. If they are true CD quality I could easily rip and split the channels out for much better quality and then do a clean shrink.
- 44100 Hz, 16-bit, 1 channel - 15.4MB (Original WAV)
- 44100 Hz, 8-bit, 1 channel - 7.73MB
- 22050 Hz, 16-bit, 1 channel - 7.73MB
- 22050 Hz, 8-bit, 1 channel - 3.86MB
If we can't link Twisty's samples just let me know and I'll remove them.
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@Riverstorm grant fixed large sample support. Now they all work as they should. Pull request made if you want to test: https://github.com/libretro/mame2003-plus-libretro/pull/787/files
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@mahoneyt944 - Ah, ok, that was quick!
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@mahoneyt944 - By the way I did email Twinaphex asking if he might merge the pull requests (politely and with please ;) but they may be busy or affected by COVID or something but at least we tried. I did see markwkidd replied to an old issue last week but I can't find who or where to look to see who has those permissions on Github.
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@mahoneyt944 said in Journey sound sample in mame:
@arcadez2003 @grant2258
OK, after beating the first level about 15 times..... I feel really good about the volume setting. It's just slightly louder than the game sounds which is what you want at a concert lol. I replaced the stop feature with mute so the first time you get to the bonus it plays from the intro. After that, every bonus scene gets a random clip of the song. Using stop you only get the intro and without pause this is a good compromise. I made a new pull request if you guys would test it out on other platforms..xbox, whatever. Let me know how it sound in the bonus and cassette menu. https://github.com/libretro/mame2003-plus-libretro/pull/787/filesSignificant changes require a small update to the whatsnew just so folks know about it long after this thread has been forgotten ;)
https://github.com/libretro/mame2003-plus-libretro/pull/789/commits/35c29bc9d69cfc85a9b8754d1a52ac5398c6e58b -
@arcadez2003 lol very true, still need to adjust the level down though. It sounds good on my Vizio tv, but a bit loud in my cabinet. I'll try 100 on my cabinet.
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@arcadez2003 - True, thanks, I find it very useful. Will the DAT need an update also to add the new sample?
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@Riverstorm final version posted #787
Just compile it with the other changes if you want and add the sample.
bios/mame2003-plus/samples/journey.zip
Plays great.
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Now that journey is sorted what game is this trio cracking into next? 😂. Making some awesome improvements here. Nice work!
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@mahoneyt944 - Thanks for starting the work on this one. It's a great addition!
One of the best features of m3plus is dynamic DAT generation. I'm not sure what gets updated for it to work. Basically you can start any game and create a DAT file on the fly to build a current set. I know many just download/build sets manually but I prefer using ClrMamePro/DATs to stay current with sets and run them through every few months if there's changes/additions.
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@Riverstorm
Now that's it fixed, I don't want to play it. 😅 I had to beat the first level maybe 20+ times for testing. So I'm good on journey for awhile. If I ever get the itch to update it any, it would be cool to add more tracks. Maybe the whole album or some live versions?... then use a random pick each time you get to the bonus round instead of the mute feature we utilized. A journey machine should have more than one song in my opinion. But most people only play a round or two then move on so the repetitive nature doesn't set in haha. If I hear separate ways one more time! -
@grant2258
I updated my repository then merged your sample pause support, created an official pull request for it as well. Thank you. #795 -
The volume of this sample seems to be off a bit. Other mames have it set at "25". When we were using the mute trick as a pause workaround the volume was set at "100". Now with pause functional, somewhere around "50" seems close. I have tested this on both my setups which are very different.
My cab setup uses a single speaker, 3.5 aux jack, to an amplifier which is bridged to get full sound out of one speaker.
My tv setup uses dual built in speakers through HDMI.
I find with my cab, the sample volume is very close to game sounds volume with "50" set but with my tv setup the sample is a bit quiet.
"75" is too loud in my cab.
Seems like something may need adjusted somewhere to get the sample volume more accurate but for now I made a pull request to set the volume to "60". Which is a mid point for my two setups. I'll have to look into it more when I get time.
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there is two place you can change the volume mixer volume and the sample itself.
struct Samplesinterface journey_samples_interface = { 1, 25, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0,100); } sample_set_pause(0, ~data & 1); }
and
struct Samplesinterface journey_samples_interface = { 1, 5, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0,100); } sample_set_pause(0, ~data & 1); }
will give you a completely different 100% volume to keep some sanity set both amps to 50% volume so they are at the same levels when comparing.
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I was playing with the sample volume before but couldn't get it quite right for both setups. This seemed to be close though.
struct Samplesinterface journey_samples_interface = { 1, 100, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); sample_set_volume(0, 100); } sample_set_pause(0, ~data & 1); }
Or else this
struct Samplesinterface journey_samples_interface = { 1, 60, journey_sample_names }; static WRITE_HANDLER( journey_sample_select_w ) { /* start sample with looping on and pause it) */ if (!sample_playing(0) ) { sample_start(0, 0, 1); sample_set_pause(0, 1); } sample_set_pause(0, ~data & 1); }
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well the values are up to you if you think that sits at the right level with the normal game music will be fine.I would imagine the lower frequencies like the bass would distort when you put the volume up if its too loud when you put the amp volume up.
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