Hi, I lost these XM's many years ago! Is there any chance you could send them to me please? I am doing remakes of all the tracks. I already have my Driver2 XM's is just the Driver 1's I'm missing!
Hi, of course I can send them to you! A small note: These files are ripped from the game so the quality of the samples and the accuracy of their looping points (if used) can differ a bit compared to the original source due to the PlayStation's lossy audio format. There's also the chance that the sounds may have been downsampled before being put into the game in order to save memory space. Regardless, I think it's still better than having nothing at all.
That's amazing, thanks!! I'm going to replace all the sounds anyway, but the note date is extremely useful!!! I have sent you a private message with my email, otherwise you can find it on www.allisterbrimble.com (top left). I will make you some sort of credit for the rips as well when I release on bandcamp.
Outstanding! Are you intending to remade the tracks to a higher quality and keep theirs 70's style or are you planning to entirely rearrange the tracks? Man, your songs are rare pieces, would love to hear them at CD quality!
I don't understand these track titles for Driver 1 l0l. All tracks play in any given stage in the campaign!!! Again THANK YOU!!! THANK YOU I KNEW the bass fart we play along to is not intentional
HOW THE!? Those stupid bass farts you hear ingame is no more! W-0-W THANK YOU!!!! Any chance to hear without your manual reverb? Also don't know what it is but the piano sounds punchier thicker ingame
I added the PSX reverb to make the music sound as authentic as possible as the game also uses it. If you really want to listen to it without the effect I can send you a PM with a link to the modules. As for the piano sounding different I have no idea. Maybe the sound driver of the game uses slightly different volume levels which is unlikely or it's because of the different resampling method the PSX uses. It's hard to figure out something like this if you don't hear a difference yourself.
This is slightly different than the version I'm used to listen to. Just slightly though, is this the original game version or from the game soundtrack? I love it though, either way thanks for uploading this.
Wow! Amazing stuff! I just found and went through all of the Driver 1 and 2 ost and it's amazing. The Miami Night glitched bass I did notice when playing, but I didn't think it was a glitch because it didn't sound off, just a bit weird. Is there any chance you would be able (and willing of course) to see if you can do the same for Gran Turismo 1 and 2's menu ost? (PAL in particular, but the JP version of GT1 has a different menu soundtrack). Those two use wav samples as well and might be one of the games you say use a tracker. That would be awesome! Perfect quality tracks, plus i'm curious to hear if any of them also had some sample pitch glitches (although that would ruin the music for me, since i'm so used to hearing them in-game) Cheers!
I took a quick look at the game files and I can already tell that this will require quite a lot of work. The games use a custom sequence format which I've never seen before and the instruments have a few parameters that I don't know the purpose of yet. In addition to that I would have to program an entire polyphonic sequencer almost from scratch. The best way to do this would be to analyze and port the game's code but this will take a lot of time. An alternative would be to create PSFs but I have no experience in that so that's not an option. I might give this thing a try in the future though I don't know when that will be. I have a few projects running that I want to finish first and since TH-cam isn't really my primary focus at the moment this could take a while. Please don't be disappointed.
Those are so low bass notes that are barely audible without a proper speakers/headphones. I myself also missed those back in the day, when playing this game through CRT with crappy build-in speakers haha.
I think the reason was on psx they glitch out and don’t play. Also I notice some horn sounds were played an octave higher in some songs to prevent them from not playing.
Can you add more info please? About the hex offsets for "MUSIC.BIN", and which tracker do you use?* 😁 I tried different trackers to open "FETUNE.XM", but it didn't work! *Edit: I found the tracker... it's MilkyTracker 😁
Not exactly sure what you mean by hex offsets but I'll try to explain anyway: This binary file is basically a simple archive which contains the modules and their corresponding sample banks. There are 8 pairs of 2 offsets at the very beginning and an additional offset which points to the end of the archive and is used to calculate the size of the last file. The first offset of each pair points to a module and the second one to its sample bank. Just extracting the modules won't get you very far though. The modules from the Driver games use a non-standard pattern format which no tracker can read. So not only do you have to decode the samples and insert them into the modules, you also have to convert the modules back to the standard XM format. And in case of Driver 1 I even had to do some fixing by hand because some modules had unused corrupted data which my converter tool couldn't process.
“Maybe I’ll give you a call when I need a ride to the grocery store.”
Hey Man! Watch the paint!
“Hey watch the Paint”
“Hey man, okay okay okay!”
“You wrecked the car man!”
Hi, I lost these XM's many years ago! Is there any chance you could send them to me please? I am doing remakes of all the tracks. I already have my Driver2 XM's is just the Driver 1's I'm missing!
Hi, of course I can send them to you! A small note: These files are ripped from the game so the quality of the samples and the accuracy of their looping points (if used) can differ a bit compared to the original source due to the PlayStation's lossy audio format. There's also the chance that the sounds may have been downsampled before being put into the game in order to save memory space. Regardless, I think it's still better than having nothing at all.
That's amazing, thanks!! I'm going to replace all the sounds anyway, but the note date is extremely useful!!! I have sent you a private message with my email, otherwise you can find it on www.allisterbrimble.com (top left). I will make you some sort of credit for the rips as well when I release on bandcamp.
Allister Brimble you are THE man...
Outstanding! Are you intending to remade the tracks to a higher quality and keep theirs 70's style or are you planning to entirely rearrange the tracks? Man, your songs are rare pieces, would love to hear them at CD quality!
What a man....
E-EVIL WOMAN!
Hey man, ok ok ok!
I don't understand these track titles for Driver 1 l0l. All tracks play in any given stage in the campaign!!! Again THANK YOU!!! THANK YOU I KNEW the bass fart we play along to is not intentional
Amazing work
now i know the title
Perfeito, versão extendida, limpa e nítida
HOW THE!? Those stupid bass farts you hear ingame is no more! W-0-W THANK YOU!!!! Any chance to hear without your manual reverb? Also don't know what it is but the piano sounds punchier thicker ingame
I added the PSX reverb to make the music sound as authentic as possible as the game also uses it. If you really want to listen to it without the effect I can send you a PM with a link to the modules.
As for the piano sounding different I have no idea. Maybe the sound driver of the game uses slightly different volume levels which is unlikely or it's because of the different resampling method the PSX uses. It's hard to figure out something like this if you don't hear a difference yourself.
Sure I'll toy with them a bit! Thanks so much!!
I really would like to play a little bit with the modules too ^__^''
Great stuff. Is it available for download in XM format somewhere?
This is slightly different than the version I'm used to listen to.
Just slightly though, is this the original game version or from the game soundtrack?
I love it though, either way thanks for uploading this.
I think this is how it's _supposed_ to be played in-game, but because of a bug present in the original game it doesn't play correctly.
Wow! Amazing stuff! I just found and went through all of the Driver 1 and 2 ost and it's amazing. The Miami Night glitched bass I did notice when playing, but I didn't think it was a glitch because it didn't sound off, just a bit weird.
Is there any chance you would be able (and willing of course) to see if you can do the same for Gran Turismo 1 and 2's menu ost? (PAL in particular, but the JP version of GT1 has a different menu soundtrack). Those two use wav samples as well and might be one of the games you say use a tracker. That would be awesome! Perfect quality tracks, plus i'm curious to hear if any of them also had some sample pitch glitches (although that would ruin the music for me, since i'm so used to hearing them in-game)
Cheers!
I took a quick look at the game files and I can already tell that this will require quite a lot of work.
The games use a custom sequence format which I've never seen before and the instruments have a few parameters that I don't know the purpose of yet. In addition to that I would have to program an entire polyphonic sequencer almost from scratch. The best way to do this would be to analyze and port the game's code but this will take a lot of time. An alternative would be to create PSFs but I have no experience in that so that's not an option.
I might give this thing a try in the future though I don't know when that will be. I have a few projects running that I want to finish first and since TH-cam isn't really my primary focus at the moment this could take a while. Please don't be disappointed.
No problem! I was asking just in case, you never know :)
@@TecFox On all notes you're a godsend sire!
@@TecFox How's it going with this? :o
i didn't knew there was a bass in 1:08 part!
Oh yes, there were lots of bass parts that didn't play!!
Those are so low bass notes that are barely audible without a proper speakers/headphones. I myself also missed those back in the day, when playing this game through CRT with crappy build-in speakers haha.
I think the reason was on psx they glitch out and don’t play. Also I notice some horn sounds were played an octave higher in some songs to prevent them from not playing.
What the actual FUCK?
Can you add more info please? About the hex offsets for "MUSIC.BIN", and which tracker do you use?* 😁
I tried different trackers to open "FETUNE.XM", but it didn't work!
*Edit: I found the tracker... it's MilkyTracker 😁
Not exactly sure what you mean by hex offsets but I'll try to explain anyway:
This binary file is basically a simple archive which contains the modules and their corresponding sample banks.
There are 8 pairs of 2 offsets at the very beginning and an additional offset which points to the end of the archive and is used to calculate the size of the last file. The first offset of each pair points to a module and the second one to its sample bank.
Just extracting the modules won't get you very far though. The modules from the Driver games use a non-standard pattern format which no tracker can read. So not only do you have to decode the samples and insert them into the modules, you also have to convert the modules back to the standard XM format. And in case of Driver 1 I even had to do some fixing by hand because some modules had unused corrupted data which my converter tool couldn't process.
@@TecFox vielen dank!!
what are the programs that you use please name.
Roland or Yamaha?
You can make soundfont?
DRIVER 1 SOUNDTRACK NEW YORK NIGHT V2"5 2023 )😃😃
DRIVER 1 NEW YORK V1 "2019)😀