Clements said:You can create .WAV files using PJ64's Jabo's DirectSound or some of Azimer's sound plugins, using the logger function. Then, convert the WAVs to MP3s. I don't know of a way to extract the music from the roms directly.
Flash said:There's no other way because N64 doesn't use audio streams for music - they're just too big to fit in cartridge, even compressed.
N64 uses wavetable synthesis instead.
Flash said:There's no other way because N64 doesn't use audio streams for music - they're just too big to fit in cartridge, even compressed.
N64 uses wavetable synthesis instead.
Sayargh said:Conkers Bad Fur Day uses MP3 for speech (look at the text at the start of the game if you don't believe me) so the point that compressed audio is too big for carts is now invalidated. even the smallest roms are big enough to store a few of these quite easily.
Flash said:Wait a minute... Aren't we talking about music ? It was better to name this thread "Music ripping".
For speech 11кHz or even 8kHz is more than enough because frequency range of human voice is about 120-3000Hz and it's not so loud. You can
store up to few thousands of such "uh ! oh!" , "affirmative !"
But for music 11K means really ugly sound. Typical size of medium quality (128kbps) mp3 music file (up to 5 mins) is about 2-6Mb. And there's more than one music track in game so compressed music streams
is too big for carts (at least for home console carts, some arcade machines have compressed audio streams in roms (Killer Instinct, it uses
hdd for everything but music and program code, Cruis'n xx and other Midway games ), but it's a different story, right ? And different price...)
What, medium quality mp3 = 128kbit/s? You kiddin' me? 64kbit is enough really. If using about such low, then it could fit nicely.Flash said:Wait a minute... Aren't we talking about music ? It was better to name this thread "Music ripping".
For speech 11кHz or even 8kHz is more than enough because frequency range of human voice is about 120-3000Hz and it's not so loud. You can
store up to few thousands of such "uh ! oh!" , "affirmative !"
But for music 11K means really ugly sound. Typical size of medium quality (128kbps) mp3 music file (up to 5 mins) is about 2-6Mb. And there's more than one music track in game so compressed music streams
is too big for carts (at least for home console carts, some arcade machines have compressed audio streams in roms (Killer Instinct, it uses
hdd for everything but music and program code, Cruis'n xx and other Midway games ), but it's a different story, right ? And different price...)
Reznor007 said:It is true that the entire Killer Instinct 2 arcade sound/music ROMs are 4MB unzipped. However, it is an MPEG-like format in mono. For a game like Mario64(8MB ROM) dedicating 1/2 the space to music isn't practical.
themind said:I've recently ripped Mario 64's sound code + sequences + samples and it comes to about 1 MB unzipped.
I've done this to try and work out an N64 music format, still in development at press time (though I do have Mario 64 ripped and a somewhat buggy Winamp plugin).