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Beneath a Steel Sky Audio Restoration Project
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tonyw



Joined: 29 Nov 2005
Posts: 8
 

quote:
Originally posted by joachimeberhard
What an HONOR!

Embarassed Embarassed Embarassed

I'm never going to close this Browser tab again! Very Happy



Ooh stop it Smile

I would like to say, though, how fantastic it is that so much hard work has, and is, going into keeping BASS alive. Not just alive, but improved! Awesome.
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Post Tue Nov 29, 2005 3:58 pm 
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sev
ScummVM Lead


Joined: 21 Sep 2005
Posts: 1790
 

He is.


Eugene

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Post Tue Nov 29, 2005 3:59 pm 
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joachimeberhard
ScummVM Team Member


Joined: 24 Sep 2005
Posts: 378
Location: Austria
 

quote:
Originally posted by tonyw

I would like to say, though, how fantastic it is that so much hard work has, and is, going into keeping BASS alive. Not just alive, but improved! Awesome.


Now THAT'S some approvement, isn't it?

I'm glad you support this eager restoration project!

Joachim
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Post Tue Nov 29, 2005 4:04 pm 
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edweird



Joined: 27 Nov 2005
Posts: 15
Location: Sydney, Australia
 

It's great, and very motivating, to have your support Tony. Very Happy

Edit: also thanks to someone called Benni who PM'd me and can provide midis that he's managed to convert from 8 of the game's tracks, that's bound to speed up the procedure a bit.

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Post Tue Nov 29, 2005 8:31 pm 
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Kurufinwe



Joined: 29 Nov 2005
Posts: 19
 

There's a fairly complete collection of BASS MIDIs there, if that may help. (Dont ask me how I stumbled upon those, that was some time ago and I've long since forgotten).

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Post Tue Nov 29, 2005 10:29 pm 
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edweird



Joined: 27 Nov 2005
Posts: 15
Location: Sydney, Australia
 

That site seems to be down.. The problem with most midis of the game is that they are fine for listening, but the notes aren't actually in time with midi's bpm, which means there's a fair bit of extra work before they're usable starting points (still good to have though). Benni has manually corrected this in his files though, which is what I probably would have done but now don't have to Very Happy

Also thanks to lavosspawn who sent me a lot of music from the game. His files made me aware of some some musical cues that I'd previously overlooked which get me wondering if there are more that I've missed. I assume all of the cues are listed (or likely separate files) in the source code.. would it be possible for one of the devs here to list them for me so I know if I'm missing something? Thanks Smile

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Post Tue Nov 29, 2005 10:39 pm 
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sev
ScummVM Lead


Joined: 21 Sep 2005
Posts: 1790
 

quote:
Originally posted by edweird
That site seems to be down..

Hmm. worken no problem for me.

quote:
Originally posted by edweird
Also thanks to lavosspawn who sent me a lot of music from the game.... would it be possible for one of the devs here to list them for me so I know if I'm missing something? Thanks Smile

Heh, LavosSpawn is one of the devs you should ask questions about BASS engine Smile. Ever studied our Credits page?


Eugene
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Post Tue Nov 29, 2005 10:51 pm 
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lavosspawn
ScummVM Developer


Joined: 02 Nov 2005
Posts: 91
Location: Dortmund, Germany
 

No, there is no list... but I made one for you:

Section 0 (intro): 2 Tracks

  1. The intro music
  2. Second part of the intro, is played after the helicopter crashed. It always stops somewhere in the middle with ScummVM. I suppose it was made to be longer than the intro, because the Amiga back then would need some time to read the files from the floppies.


Section 1 (Recycling plant): 4 Tracks
  1. Death screen
  2. Standard music that's played at the start of the game, your BASS1.mp3.
  3. Hobbins theme
  4. The danger-type music that gets played when guard enters the furnace room


Section 2 (Pipe factory, etc. top level stuff): 4 tracks
  1. Death screen, same as 1-1
  2. Pipe factory
  3. Outside, Power Plant, Security Office
  4. Danger-thing, same as 1-4


Section 3 (Belle Vue Level): 3 tracks
  1. Outside music
  2. Variation of 3-1, is played in Anchor & Travel office
  3. Dr. Burke's theme


Section 4 (Ground Level): 11 tracks
  1. Ground level, outside
  2. Mrs. Piermont's theme (simply stops after some time)
  3. Hobbins theme, same as 1-3
  4. Bigband: As cool as you (a little louder, loops forever)
  5. Jukebox: As cool as you (more quiet, ends after some time)
  6. Jukebox: Long beach
  7. Jingle that gets played when Hobbins is sentenced to Life Imprisonment
  8. Court theme
  9. Mrs. Pierment's theme
  10. Jukebox: You search but find nothing
  11. Death screen music


Section 5 (LINC base): 6 tracks
  1. Death screen/collapsing tunnel
  2. Danger-type-music that's played in this area
  3. Finale music (Outro)
  4. Danger music variation, same as 1-4 / 2-4
  5. Played on Finale screen with Hobbins and Ken, same as 2-3
  6. As cool as you, same as 4-4


Section 6 (LINC space): 1 Track
  1. LINC space music


I wonder if Mrs. Piermonts theme in 4-2 is actually used in the game. And there doesn't seem to be any difference to 4-9, other than that it just stops at some point. At least I can't hear any difference Smile

Last edited by lavosspawn on Wed Nov 30, 2005 12:30 am; edited 1 time in total
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Post Tue Nov 29, 2005 11:41 pm 
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edweird



Joined: 27 Nov 2005
Posts: 15
Location: Sydney, Australia
 

Thanks! That's extremely helpful. Sorry I didn't realise it was you when you PM'd me, I'm not yet familiar with names around here Razz

I'm starting work on a couple of tracks today, I'll let everyone know how I'm progressing from time to time and post tracks when I've finished them. I'm not sure how fast I'll be able to finish them as I have a few other things to work on, but I'm sure I can put in at the very least two or three hours a day so progress should be steady.

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Post Tue Nov 29, 2005 11:58 pm 
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lavosspawn
ScummVM Developer


Joined: 02 Nov 2005
Posts: 91
Location: Dortmund, Germany
 

I've hacked up a music test menu for BASS, to clear up any possible confusion with the list I posted here earlier.
Here's a windows binary (I hope you even use windows...)

Use it like you normally would to start BASS, it'll bring up a screen where you can select music instead of the normal game.

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Post Wed Nov 30, 2005 12:33 am 
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sev
ScummVM Lead


Joined: 21 Sep 2005
Posts: 1790
 

quote:
Originally posted by edweird
I'll let everyone know how I'm progressing from time to time and post tracks when I've finished them.

I'd suggest you to start a separate thread for this, since this one is primarily aimed to voices restoration from DAT tapes.

Of course, these two are closely related, but I feel that you will want to hear a feedback from users/devs and this thread soon will get clobbered. Also it is possible to split this thread into two, where another one (your one) will deal exclusively with BASS music. What do you think?


Eugene
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Post Wed Nov 30, 2005 12:41 am 
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edweird



Joined: 27 Nov 2005
Posts: 15
Location: Sydney, Australia
 

quote:
Originally posted by sev
quote:
Originally posted by edweird
I'll let everyone know how I'm progressing from time to time and post tracks when I've finished them.

I'd suggest you to start a separate thread for this, since this one is primarily aimed to voices restoration from DAT tapes.

Of course, these two are closely related, but I feel that you will want to hear a feedback from users/devs and this thread soon will get clobbered. Also it is possible to split this thread into two, where another one (your one) will deal exclusively with BASS music. What do you think?


Eugene
I agree, I'll start a new thread as soon as I have a new track done, and post all my updates in there.

And thanks enormously once again, lavosspawn. That's extremely helpful (yes, I use windows Smile ).
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Post Wed Nov 30, 2005 1:19 am 
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eriktorbjorn
ScummVM Developer


Joined: 31 Oct 2005
Posts: 3129
 

quote:
Originally posted by lavosspawn
I wonder if Mrs. Piermonts theme in 4-2 is actually used in the game. And there doesn't seem to be any difference to 4-9, other than that it just stops at some point. At least I can't hear any difference Smile


Her theme is played if she appears in court, but I don't know which of the two is used then.
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Post Wed Nov 30, 2005 5:25 am 
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joostp
ScummVM Developer


Joined: 21 Sep 2005
Posts: 490
 

Update:

I hooked up the tape drive to the dumping rig today and after 'successfully' flashing the firmware, I managed to extract some audio using the trial version of DAT2WAV.

I'll now be moving the SCSI card and tape drive to my linux workstation and attempt to read the entire tape(s) using read_dat.

Unfortunately the Joey voices on the DATs are not final and need post-processing (you can download a sample here).
Any suggestions on filters and techniques to make it sound like it did in the game are appreciated.
Maybe you can give us some pointers, edweird?

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Post Wed Nov 30, 2005 9:16 pm 
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LogicDeLuxe



Joined: 10 Nov 2005
Posts: 345
 

Joey sounds like a ring modulation to me. I just tried it with a simple chord.
Actually, you first need to get rid of the noise, as that will get even more noticable when modulated with a chord. Then you can modulate it with a simple chord, for instance 220 Hz base tone. Then it is heavily compressed (though please don't do that with human voice, as this would take the live out of it, and it will sound as bad as most radio stations!).
Then it will sound like this: http://www.gratissaugen.de/files/joey_modulated.mp3
Human voices should have a reasonable dynamic range at somewhere around -14 and -20 dBFS RMS.

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Post Thu Dec 01, 2005 12:26 am 
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