09 April 2005, 13:42 | #1 |
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How to rip sound / effects
Hi, I am ripping alien breeds (SE and AB2 now) I have most of graphics ripped, but I want to rip music and sound effects, I tried to use "prowizard button" in Winuae, it found title music / background noise etc but not sound effects (gun fire/alien dies etc) Do somebody know how to rip sound samples / effects ?
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11 April 2005, 11:41 | #2 |
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Nobody know how to do that ? Pls help me somebody :-(
I found tool afilter - on aminet which can do rip sound from adf images but I dont know how to do that exactly |
14 April 2005, 16:13 | #3 |
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I found the way - save uncompressed snapshot from amiga game you want to rip samples - insert file to MED Soundstudio as sample and play it - you will hear a lot of noise - but samples are hidden in this noise :-) - Med soundstudio is 10 days trial :-/ so ther is not enought time to rip all ABreeds...
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14 April 2005, 16:29 | #4 |
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rename the snapshot as .wav and any audio editing prog should be fine!
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14 April 2005, 16:55 | #5 | |
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Quote:
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14 April 2005, 20:48 | #6 |
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sorry i had missed this thread.
there is a multiformat ripper that i used on the real thing, Thief given that you have to use it after resetted the machine when the game you want to rip is loaded, most of them files produced weren't faulty. i'm going to zone it Last edited by Marcuz; 14 April 2005 at 20:58. |
14 April 2005, 23:19 | #7 |
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I have an idea that might be quite easy to implement in WinUAE at least!
With some kind of sound ripping command in the debugger, you could intercept all writes to the audio hardware when the game stores the sample address and length. At that point, remember the address/length of that sample and save it to disk. That way, you have the EXACT sample, no rubbish on each side of it. You need to remember the address so that if the game replays that sound effect again, it wouldn't bother to resave it. With this method, each sample would be a maximum of $ffff words long, so long samples would be saved in 2 pieces and have to be manually joined. But most games don't have samples that long anyway as that's 128kb in a single chunk... Might be an idea that Toni could add and would make ripping sound from games pretty easy |
15 April 2005, 07:42 | #8 |
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Did you inform Toni about that ?
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15 April 2005, 08:29 | #9 | |
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Quote:
My plan is to name ripped samples as <start address>_<length>.wav because it makes detecting duplicates easy without extra memory buffers. I also plan to add "save whole chip ram as wav"-option for easier manual ripping (8-big signed -> unsigned conversion + wav headers) btw, you'll get virtual slap if you ask about gfx ripping in this thread (and don't forget that it is much much much more complex and can't be done automatically) |
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15 April 2005, 09:04 | #10 |
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:-) great to hear :-) (I am using gfxrip to ripping gfx ;-) )
you made me impatient now for next version Winuae release ;-) |
15 April 2005, 10:27 | #11 |
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Awesome Toni, that will be fantastic!
Do you reckon you could also include an option to save the samples as normal Amiga IFF-8SVX samples? In theory you just bolt a standard header onto the sample, put the period in the header and save the data directly from the memory. I for one would be able to use some samples from games much easier on the Amiga if they were directly saved as IFF's but I can convert if it's a pain to code... |
15 April 2005, 11:36 | #12 | |
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Quote:
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15 April 2005, 21:20 | #13 |
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Ignore previous post...
Sample ripping will be toggle button in output-panel. Sample ripping is "intelligent", it ignores automatically identical samples, only saves longest sample if program plays same sample with different length etc. iff-support won't be implemented, not worth the trouble for another very rarely needed gui-button, sorry. |
15 April 2005, 23:30 | #14 |
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Toni: No problem if the wave plays at the right speed as lots of tools will convert back to IFF-8SVX anyway
Nice fast work as usual! |
17 April 2005, 10:58 | #15 |
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Great Toni!
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17 April 2005, 15:28 | #16 |
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It's great seeing new features all the time
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18 April 2005, 03:09 | #17 |
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There might be some audio rippers (amiga) on some of the util disks I uploaded to bippym ..
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