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Old 14 December 2022, 09:36   #21
no9
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I did use the old Audition, but it is the same for any editor that is able to load raw data. The samplerate is not important while importing, it can be adjusted later. Endiannes must be set to 8-bit signed. On the video below I show how it looks while imported as signed and then as unsigned. The latter one is noisy of course. I did not record audio but you can clearly distinguish sounds parts from the other data.


[ Show youtube player ]

ps: while using Audition an .adf extension needs to be renamed to .raw because this is the way the program recognizes how to treat a data.
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Old 14 December 2022, 15:34   #22
Amiga1992
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OK I think I figured it out, the disk image I downloaded must be the problem? Because now I downloaded another one, and the clicks are gone.

I used the OCS version this time, could there be a problem with the samples on the AGA version?
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Old 14 December 2022, 15:42   #23
TCD
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With the AGA version of the game I get the same kind of noise as in your first sample.
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Old 14 December 2022, 20:19   #24
Rotareneg
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The samples on the AGA version I checked, "Second Samurai (1994)(Psygnosis)(AGA)(Disk 1 of 3)[cr HLM]", have that artifact on the disk, but play fine when in game, strange.

Once the game is running you can dump the memory as either raw data or even as a .wav file with the Host->Miscellaneous Save State button to get clean copies of the samples.

Oh, also... shame on you for making me load that game and play it for a few minutes, yuck!
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Old 15 December 2022, 06:55   #25
TCD
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Quote:
Originally Posted by Rotareneg View Post
Once the game is running you can dump the memory as either raw data or even as a .wav file with the Host->Miscellaneous Save State button to get clean copies of the samples.
Very good point. That works even better than using the ADF.
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Old 19 December 2022, 00:36   #26
rutra80
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On disk they are probably compressed.
Ripping an ADF is not the best way because a file with sample may be fragmented.
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