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A2MBXT - Sounds & Music

Posted: 20 May 2013, 10:08
by lukaramu
Since it was basically decided to open up new threads instead of keeping everything in the old threads, I decided to put this up!

Now, I would really like to see more original music in this game, so, this morning I had an idea and I recorded it. It feels like a mix between something for a forest/jungle and underwater-ish things, and I think it's very atmospheric. Tell me what you think: https://soundcloud.com/lukaramu/forest

Re: A2MBXT - Sounds & Music

Posted: 20 May 2013, 10:57
by Doctor Shemp
I like it. At first I wasn't sure about the dotted rhythms that start at about 0.12 but they grew on me. They definitely work better as a background element than a foreground element but I think they can work as both now. As a technical side note, you'll have to extend the track out since SMBX is shit at looping. Out of curiosity did you write this on software or hardware?

Re: A2MBXT - Sounds & Music

Posted: 20 May 2013, 13:22
by SAJewers
From the other thread:


Apparently, the sounds/default music for SMBX were done up by Redigit himself using ZSNES and audacity (insert some rant about how zsnes is terribad), and because of that, the music quality is crap. See this post by valtteri on his forum:
Redigit has confirmed that most of the music tracks and sounds in SMBX were recorded with Audacity from the SNES emulator called ZSNES. ZSNES screws up all the sounds with fast intonations. Because of this, the sounds that SMBX plays when Mario grows or shrinks, fires, jumps out of Kuribo's shoe, when an NPC fires, when Blargg yells etc. sound bad. Well, I re-recorded all the screwed up sounds and bad quality songs with another SNES emulator, SNES9x, which has a much better sound quality, and it ended up so good that I'm now permanently using these. It sounds much more like the original Super NES. So I decided to share these.

ZSNES is also the reason why people think SMB1 SNES, SMB2 SNES, SMB3 SNES and SMW have different sound effects. ZSNES leaves out random notes when playing the sound effects in these games (and in all the other SNES games, too) making them sound different. The truth is that all these four games use the exact same sound files. ZSNES is an okay emulator, but it has a shit sound quality. Not everyone cares about this, though.

1.0.0

I decided to start to use version numbers for the pack. For this update, I have lowered the volume of all the sounds and music tracks to the same level. They now play about as loud as the original SMBX sounds and music, so they no longer hurt your ears nor do the sounds cover the music. I also updated the sm-cry and sm-explosion sounds. I discovered that the original SMBX sound was actually made by a Metroid in Super Metroid, not Mother Brain. So I recorded the actual scream that Mother Brain makes when she dies. As for the explosion sound, I had mistakenly recorded the sound that the giant Metroid does when it falls. This is why it was a bit shorter than the sound that SMBX originally used. I have now fixed that by recording the sound that Mother Brain (phase 2) makes when she falls.
As well, we have the ability to change the default music/sounds. For the most part, the music was left untouched from what Talking Time did, while for sounds, we changed only a couple things. We should probably put in better, higher quality music. I've pulled up a few things, but I want to leave this open for discussion.

Here's what Talking Time Changed for music (not counting Overworld Music):
  • Mario64 Main theme
  • Mario RPG Bower
  • SMB3 Boss
  • SMB3 Sky
  • SMG2-FG
  • SMG Star Reactor
  • SMW Ghost House
  • SMW Sky
  • SSBB Metaknight
Sounds we changed:
  • SMW Goal
  • Statue Fireballs
  • Player Grow
  • Coin
  • Got Star
  • Player Died
  • The Loading chime (do.mp3)
I went and looked for a few replacements, and came up with this. Any other suggestions?

Re: A2MBXT - Sounds & Music

Posted: 20 May 2013, 15:23
by lukaramu
Doctor Shemp wrote:I like it. At first I wasn't sure about the dotted rhythms that start at about 0.12 but they grew on me. They definitely work better as a background element than a foreground element but I think they can work as both now. As a technical side note, you'll have to extend the track out since SMBX is shit at looping. Out of curiosity did you write this on software or hardware?
I wrote this on hardware, recorded it from hardware (a Technics SX-PR54) and added effects on software. Extending the track should be no problem, I'll rework the Vibraphone part and then have a longer version up!

Re: A2MBXT - Sounds & Music

Posted: 22 May 2013, 02:48
by Mandew
Can I post my own tracks as well? c:

Jungly Ditty is a short musical piece I composed...

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 15:12
by Xirix
Just wondering, is it possible to replace SFX on a per-level basis in the same way you do with graphics? So if I wanted to replace the bullet bill shooting sound with something else, is that possible?

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 15:34
by SAJewers
Unless Kil can figure out how to do it, and add it to SMBX extended, no.

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 15:40
by Shinoda
Xirix wrote:Just wondering, is it possible to replace SFX on a per-level basis in the same way you do with graphics? So if I wanted to replace the bullet bill shooting sound with something else, is that possible?
I would also like to know if that is possible? In my case for the death sound.

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 17:15
by kil3
I can't even get ollydbg to open SMBX without sound disabled because the sound code is awful so I wouldn't count on it. Also from what I've seen it's probably hardcoded, like everything else in the game, and won't be easy to change.

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 17:17
by lukaramu
Yeah, afaik, many of the sounds have to be extracted from the exe and then repacked, so per-level sounds aren't possible.

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 17:56
by SAJewers
LukaRamu wrote:Yeah, afaik, many of the sounds have to be extracted from the exe and then repacked, so per-level sounds aren't possible.
no, the sounds are in the ASMBXT\sound\ folder.

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 19:02
by Shinoda
SAJewers wrote:
LukaRamu wrote:Yeah, afaik, many of the sounds have to be extracted from the exe and then repacked, so per-level sounds aren't possible.
no, the sounds are in the ASMBXT\sound\ folder.
So would including a sound folder with our levels work like graphics?

Re: A2MBXT - Sounds & Music

Posted: 23 May 2013, 19:07
by SAJewers
No. I tried this for Final Fight, and it doesn't work. There is no way to have custom per-level sounds unless Kil can come up with something, which it looks like he will not. The best you can get is to change the default sounds.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 00:10
by S.N.N.
I have a few compositions that people could use as well if there is any interest. I'm not going to link -all- of them here, but I have themes made for a desert, a factory, a jungle, space, ice, mountains, and a bunch of surreal/abstract ones. If anyone has one of these levels and wants to use a custom track for it, let me know and I'll link the necessary songs.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 12:07
by jayScribble
Is it okay for me to replace the smb3-switch music? I sorta have this in mind... well part of it: the switches (and an extention, the stopwatch) runs exactly 12 seconds, so I wanted to cut a 12-or-longer second segment and replace the current switch song.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 14:14
by SAJewers
I'm fine with that, If you send me a 12 second cut.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 15:22
by jayScribble
Right now, I got 5 different segments, all from the same song with tempo altered for it to match the 12 second length and for it to sound right.
Here they are:
I just think I need an external opinion to choose which one suits the time switch best: right now I'm on the fence on 1, 2, and 5.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 20:11
by SAJewers
I'd say 1 or 3.

Re: A2MBXT - Sounds & Music

Posted: 28 May 2013, 21:42
by Menshay
Will there be any limit to how much new music will be included in the final release? Because allowing every level to come with its own custom music doesn't really look good for the size of the package.

Re: A2MBXT - Sounds & Music

Posted: 29 May 2013, 00:37
by TRS
There is a size limit for each level submitted (IIRC it's 10MB). Rest assured most levels won't even come close to this.

Re: A2MBXT - Sounds & Music

Posted: 30 May 2013, 00:37
by BeatBoxingBoo
A question about copyright junk; I heard a song that's on the Homestuck bandcamp used in the first game, is it okay to use one if I've paid for the album?

Re: A2MBXT - Sounds & Music

Posted: 30 May 2013, 00:39
by SAJewers
As long as it doesn't trigger a youtube contentID violation, it'll be fine.

Re: A2MBXT - Sounds & Music

Posted: 30 May 2013, 04:26
by jayScribble
Do Nintendo songs count after "that" fiasco?

Oh, and sorry that I'm late, but number 3 would be the best choice to use for the stopwatch/green switch after I heard it a couple of times.

Re: A2MBXT - Sounds & Music

Posted: 31 May 2013, 06:02
by darkychao
Could someone do a more epic version of the leek get music for the super leeks?

Re: A2MBXT - Sounds & Music

Posted: 31 May 2013, 06:04
by jayScribble
I thought super leeks didn't exist in this engine.