Ripping music and effects from games that I couldn't find anywhere else with tools I found on random forums with no documentation without knowing exactly what I was doing was something of a pastime of mine a decade ago. This video is incredibly interesting and informative, makes me feel like playing around with some ripping again!
Versions of this game being recognizable by ear especially thanks to UI sound effects is what I found particularly fascinating, and I'm glad someone finally got to tackle the subject. BTW, can the XBLA port be analized the same way and do you eventually intend to do it? It's more accurate than the PSP port but it definitely isn't perfect, heck I swear 4:58 feels like it's from the XBLA version.
ohhhh my god thank you for solving this mystery!! i have always wondered why the PSP port sounds, well. Like That. i can't stand how it sounds, and it's such a shame that all the modern rereleases of SotN have essentially broken sound effects. (except maybe the XBLA port, since that's based on the PS1 version, but i'm honestly not too familiar with that one.) i loooove the crunchy, satisfying arcade-like sound effects juxtaposed with the lavishly rendered gothic pixel art, it's one of the things that makes this game so charming to me. i really enjoy when people break down technical info like this; i may not be a programmer, but i still find all of this so fascinating. great work!
Brilliant video. It's hard to find videos or any information at all about how sound engines work on these older consoles, especially from this generation. Amazing work!
Genius, amd satisfying. Iv been making music since 2006, as a hobby. And sound design for retro games always blows my mind. Wether it be the genius composition of Dk or in this case. Excellent video!
Man I never fully clicked with the PSP sound effects. I thought those changes were intentional though, now I'm sad. But thank you very much for this very excellent video!!!
This video is awesome!!! It’s cool knowing exactly why I can’t find the sound effects from this game anywhere on TH-cam lol! I’m also a lot more glad to have the game on PS1, those PSP/PS4 sounds are so sharp and bad on the ears.
IOS port has audio issues too. Pitches are off on effects all over the place, and there is literally no commentary on this online. I have to play it with the audio muted because it sounds so “wrong” to me!
This is fascinating! I had no idea about… well, any of this. It’s awesome seeing you explain how the game’s audio works and then breaking it open. Seem like it was a lot of work, I appreciate you sharing all this. Also helps me think about how to implement sound in my own game projects.
Wow, I didnt expect that high quality content. Big respect! Thank you a lot Not many videos can hit that many bulls eyes of my intrests at once like your video. (Game dev/software engineer, ModPlug tracker, Big SotN fan here). Edit: And then I see you are even remixing Aphextwin :)
Man, this is one of the most inspiring and mind-blowing videos that I've watched in a long time. (and I'm a SotN fan but also an audio code enthusiast). You've put so much work into this!! All those findings are incredible, and the way you explain them is so smooth and entertaining. I'd love to try this myself. And I need to check your other videos now :) Please continue the great work!!
You mentioned the PSP and PS4 ports sound issues but have you taken a look at the Xbox live arcade/Konami Classics port for the 360? It has the original voice acting and I believe the original sound effects as well!
This is incredibly satisfying, we had a similar journey as I also tried to look for the ripped sounds online just to find the quality wasn't optimal or a massive amount of sound effects were missing, then I also tried to rip them myself just to find out it's the results were off. This is highly enlightening. I was wondering if you could share what you managed to rip for the beat you made? of course with not comercial intent in mind, I'm trying to mod a game with SOTN sound effects and I would be extremely grateful if you did so, cheers mate!
Metroid has a different atmosphere and sound, so that's what makes ME not as excited to play one of the Metroid-like Castlevanias; it just doesn't have the same feeling as Metroid. And the combat is up-close, so I'm bad at it. I definitely prefer shooting a beam at a safe distance. I don't know why they're always lumped together.
Excellent content, I've always suspected there was something wrong with the sound effects ever since I heard the frozen half sound on the PSP... Well, do you ever plan to release the PSP version with the sound effects replaced?
Thanks, glad you like the video! Trying to fix every sound in the PSP port would be a monumental task, however I'm helping out with the decompilation project on github so eventually we'll tackle the PSP port but not sure when.
Great to hear. I can only imagine how complicated it must be... good luck with the project and thanks for the quick reply. Will you leave the link to the project after you've finished, or do you already have it?
This is honestly super cool! I was expecting stuff like "this is where the sample came from", not a deep dive into the minutiae of the playback engine. The fact that some effects are sequenced made so much sense once you suggested it that I have to imagine it's extremely prevalent in games that use CDDA music. Now I'm wondering how much more effort is needed to script playback of each individual sound. (Even if they weren't captured to individual files, it's easy enough to record the whole mess and split with Audacity.) The other thing that comes to mind is it should be possible to programmatically dump that data and do fixup on all the PSP sound effects, right? Again, very cool work.
I wonder what made them go through all that trouble... was it to save space, I presume? Very interesting video regardless. Now, if you could point me to a list of the correct SotN sound effects I can listen to, that would be most appreciated. I'd think there would be one by now considering what you said at 22:15
That's interesting, I always figured every sound sample was recorded with the flange effect. Why do you think they did it this way? Did it save memory?
My guess is that it sounded better. At sample rates that low, high frequency stuff sounds super crunchy and can produce weird artifacts. Doing it the way they did produces a clean-sounding effect no matter how low the sample rate is
*"I'm interested in this."* Seriously though, I've dabbled with PSound and ripped the audio by ear to the point where it's good enough for the fan projects I've contributed to (8000 Hz and all), but you're like Luthor/Brainiac from Justice League Unlimited looking at the result and going "no, no, no... we can do _better."_ It's frustrating as sin knowing now that they had ready access to the source code while working on the port for DXC and somehow ignored it entirely while jury-rigging something else in its stead. I remember throwaway comments back near release of the compilation about how DXC was just using sounds from the Japanese PS1 version, but that's _entirely debunked_ in this video. Hopefully, with the open source project's progression (among other things), the fan community will _finally_ have an accurate and complete repository/reproduction of all the in-game sounds available one day soon.
How have none of the media I've seen for the PSP/PSN port mentioned the audio being completely wrecked? The voice-overs, sure, that's a matter of opinion and nostalgia, but the sound effects are straight ruined.
Great work! I know this video took a LONG time to make! Thanks for taking the time to produce it.
how about a download of these sound effects?
19:05
Funniest god damn thing ever cause the animation on the mouth is way too smooth
Ripping music and effects from games that I couldn't find anywhere else with tools I found on random forums with no documentation without knowing exactly what I was doing was something of a pastime of mine a decade ago. This video is incredibly interesting and informative, makes me feel like playing around with some ripping again!
Versions of this game being recognizable by ear especially thanks to UI sound effects is what I found particularly fascinating, and I'm glad someone finally got to tackle the subject. BTW, can the XBLA port be analized the same way and do you eventually intend to do it? It's more accurate than the PSP port but it definitely isn't perfect, heck I swear 4:58 feels like it's from the XBLA version.
ohhhh my god thank you for solving this mystery!! i have always wondered why the PSP port sounds, well. Like That. i can't stand how it sounds, and it's such a shame that all the modern rereleases of SotN have essentially broken sound effects. (except maybe the XBLA port, since that's based on the PS1 version, but i'm honestly not too familiar with that one.) i loooove the crunchy, satisfying arcade-like sound effects juxtaposed with the lavishly rendered gothic pixel art, it's one of the things that makes this game so charming to me.
i really enjoy when people break down technical info like this; i may not be a programmer, but i still find all of this so fascinating. great work!
I've watched a lot of playthroughs of the Xbox version. The audio seems perfect there.
Brilliant video. It's hard to find videos or any information at all about how sound engines work on these older consoles, especially from this generation. Amazing work!
thank you for diving deep and then taking the time to explain everything
The wolf bark with -ef- got me hahaha! Nice video, best castlevania game and ost; a true and mesmerizing gem.
Genius, amd satisfying. Iv been making music since 2006, as a hobby. And sound design for retro games always blows my mind. Wether it be the genius composition of Dk or in this case.
Excellent video!
Man I never fully clicked with the PSP sound effects. I thought those changes were intentional though, now I'm sad. But thank you very much for this very excellent video!!!
This video is awesome!!! It’s cool knowing exactly why I can’t find the sound effects from this game anywhere on TH-cam lol! I’m also a lot more glad to have the game on PS1, those PSP/PS4 sounds are so sharp and bad on the ears.
Displaced Gamers sent me here!
Very good video, I love this kind of stuff!
Same here, and very glad he did!
IOS port has audio issues too. Pitches are off on effects all over the place, and there is literally no commentary on this online. I have to play it with the audio muted because it sounds so “wrong” to me!
iOS version is also based on the PSP version
Nice! every video you release has a lot of quality! I always learn a lot with your content
I stumbled upon this from Ahoy's video and, wow, this is wild stuff! Awesome job man!
What's the music at like 21:20 from? I don't think it's from SotN, is it?
It's a hidden CD track on the original PS1 release. th-cam.com/video/QeM7paJ17YM/w-d-xo.html
@@SynaMax Oh dang today I learned there's more. Thanks!
This is fascinating! I had no idea about… well, any of this. It’s awesome seeing you explain how the game’s audio works and then breaking it open. Seem like it was a lot of work, I appreciate you sharing all this. Also helps me think about how to implement sound in my own game projects.
The amount of love you put into this is amazing. Nice work!
Wow, I didnt expect that high quality content. Big respect! Thank you a lot
Not many videos can hit that many bulls eyes of my intrests at once like your video.
(Game dev/software engineer, ModPlug tracker, Big SotN fan here).
Edit:
And then I see you are even remixing Aphextwin :)
Man, this is one of the most inspiring and mind-blowing videos that I've watched in a long time. (and I'm a SotN fan but also an audio code enthusiast). You've put so much work into this!! All those findings are incredible, and the way you explain them is so smooth and entertaining. I'd love to try this myself. And I need to check your other videos now :) Please continue the great work!!
would you be able to release your sounds on the sounds resource or privately?
What a great watch, love these style of vids
A great watch on audio from one of my favorite PS1 games!
Keep up the great work!
Beautifully Done
Amazing work... thanks for sharing your knowledge and study in this case...
Stuff like this is so cool and interesting. Thanks for the video!
You mentioned the PSP and PS4 ports sound issues but have you taken a look at the Xbox live arcade/Konami Classics port for the 360? It has the original voice acting and I believe the original sound effects as well!
5:22 Guess I'm a mutant: I can easily hear the difference even through a phone.
21:57 Richter: WTF? I don't belong in this world!
This is incredibly satisfying, we had a similar journey as I also tried to look for the ripped sounds online just to find the quality wasn't optimal or a massive amount of sound effects were missing, then I also tried to rip them myself just to find out it's the results were off. This is highly enlightening.
I was wondering if you could share what you managed to rip for the beat you made? of course with not comercial intent in mind, I'm trying to mod a game with SOTN sound effects and I would be extremely grateful if you did so, cheers mate!
Shoot me an email and I'll some some stuff over 👍
@@SynaMaxWhat's the name of the in-game font?
Nice video dude 👍
Cant wait to see mods of this game, it has as much potential as SM if not even more
Wow, it's kind of shocking to learn that you're only just playing this game for the first time as a Metroid fan!
Metroid has a different atmosphere and sound, so that's what makes ME not as excited to play one of the Metroid-like Castlevanias; it just doesn't have the same feeling as Metroid. And the combat is up-close, so I'm bad at it. I definitely prefer shooting a beam at a safe distance. I don't know why they're always lumped together.
Excellent content, I've always suspected there was something wrong with the sound effects ever since I heard the frozen half sound on the PSP... Well, do you ever plan to release the PSP version with the sound effects replaced?
Thanks, glad you like the video! Trying to fix every sound in the PSP port would be a monumental task, however I'm helping out with the decompilation project on github so eventually we'll tackle the PSP port but not sure when.
Great to hear. I can only imagine how complicated it must be... good luck with the project and thanks for the quick reply.
Will you leave the link to the project after you've finished, or do you already have it?
This is honestly super cool! I was expecting stuff like "this is where the sample came from", not a deep dive into the minutiae of the playback engine. The fact that some effects are sequenced made so much sense once you suggested it that I have to imagine it's extremely prevalent in games that use CDDA music.
Now I'm wondering how much more effort is needed to script playback of each individual sound. (Even if they weren't captured to individual files, it's easy enough to record the whole mess and split with Audacity.)
The other thing that comes to mind is it should be possible to programmatically dump that data and do fixup on all the PSP sound effects, right?
Again, very cool work.
Yeah so many of the sequenced sounds have that iconic Konami arpeggiation to them
This video ruled!
How do you view the RAM in PS1 games?
Muito interessante. Grato pelo vídeo.
This is a great video!!!
yooo GOAT GOAT GOAT GOAT GOAT
I wonder what made them go through all that trouble... was it to save space, I presume? Very interesting video regardless.
Now, if you could point me to a list of the correct SotN sound effects I can listen to, that would be most appreciated. I'd think there would be one by now considering what you said at 22:15
That's interesting, I always figured every sound sample was recorded with the flange effect. Why do you think they did it this way? Did it save memory?
My guess is that it sounded better. At sample rates that low, high frequency stuff sounds super crunchy and can produce weird artifacts. Doing it the way they did produces a clean-sounding effect no matter how low the sample rate is
What i like about the SFX is that it has sounds like it has some kind of flanger on it
6:23
6:24 I need the 13 sound, please!
*"I'm interested in this."*
Seriously though, I've dabbled with PSound and ripped the audio by ear to the point where it's good enough for the fan projects I've contributed to (8000 Hz and all), but you're like Luthor/Brainiac from Justice League Unlimited looking at the result and going "no, no, no... we can do _better."_
It's frustrating as sin knowing now that they had ready access to the source code while working on the port for DXC and somehow ignored it entirely while jury-rigging something else in its stead. I remember throwaway comments back near release of the compilation about how DXC was just using sounds from the Japanese PS1 version, but that's _entirely debunked_ in this video. Hopefully, with the open source project's progression (among other things), the fan community will _finally_ have an accurate and complete repository/reproduction of all the in-game sounds available one day soon.
There's someone who successfully dumped the SFX at the correct pitch and made it accessible online?
Wish someone could figure this out for War of The Lions on PSP. The lack of the reverb/effects ruin the music.
please do a mega man legends video! i would love to start an undub project on it
How have none of the media I've seen for the PSP/PSN port mentioned the audio being completely wrecked? The voice-overs, sure, that's a matter of opinion and nostalgia, but the sound effects are straight ruined.
I play the iPhone port on mute due to the ruined audio.😢
They might have fudged the pitch on PSP to compensate for tiny speakers.
The SFX changed, because the PSP wasn't plugged to a CRT TV. The probably did this to make the sounds clearer on the PSP speakers.