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Pseudo Stereo... #21332 11/30/04 08:09 PM
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David Bradbury Offline OP
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Hi Richard/All!

I've had this idea for quite a while now, and I think I actually talked with Richard about it, but here's an opportunity to show it again (especially since AO 2 is still in beta and maybe still open for features).

It's the idea of pseudo stereo... converting mono output (like from an NES or GB game) into a nicer sounding stereo output.

Here are four examples of the samples I've made (in MP3 format, 192 kbps):

Super Mario Bros. 1 (1 MB)
Super Mario Bros. 3 (0.4 MB)
Teenage Mutant Ninja Turtles 3 (0.3 MB)
Tetris (Game Boy) (0.3 MB)

To create this effect, I've done the following:
1. Export each sound channel independently as a mono AIFF.
2. Convert the mono to stereo.
3. Delay the "right" side by 0.016 seconds for the first, third and fifth channels.
4. Delay the "left" side by 0.016 seconds for the second and fourth channels.
5. Add all the files together.

This post-processing was done with Bias Peak. As you can hear, this creates a wonderful stereo effect.

I guess my real point is, wouldn't it be wonderful to have this built into Audio Overload? I don't know the internals of AO, but assuming that the channels are separate when they come out of the emulator engine, this type of effect would be fairly straight-forward to implement.


Going a step further, I've also made the following sample (MP3, 192 kbps):

Mega Man 2 - Air Man (1.2 MB)

It does the same delays to create the stereo effect, but then follows them up with the following:

1. First channel adds 25% VST Wunderverb3 "Echos"
2. Second channel adds 25% VST Wunderverb3 "Echos"
3. Third channel adds 30% VST Wunderverb3 "Hall"
4. Fourth channel adds 25% VST Wunderverb3 "Hall"
5. Final output is (1 x 75%) + (2 x 75%) + (3 x 100%) + (4 x 75%)

The VST reverb and echos give real life to the music and reducing all the channels to 75% except the third channel gives a very warm sound.

Now, I realize that this version is probably too much -- VST plugins would need to be supported, individual volumes for each channel (I guess while we're at each channel should have a user-adjustable delay) -- but it would result in the best sounding game music emulator.

So, everyone... what do you think? Is this kind of feature in the cards for Audio Overload?


Thanks!
David

Re: Pseudo Stereo... #21333 12/01/04 12:13 AM
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R. Belmont Online Content
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When I listen to chip tunes, I wanna hear chip tunes . Those samples are interesting and you did a good job with them, but that's not what the NES sounds like.

Richard may have other opinions of course.

Re: Pseudo Stereo... #21334 12/01/04 12:31 AM
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David Bradbury Offline OP
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What you say is true. However, I was not suggesting that the standard output be removed -- I was merely offering this suggestion as a suppliment to the standard output. User selectable on/off with a check box.

In any event, I agree with you, I want to hear the original output too, I simply thought this might make a nice addition to the application.

Thanks,
David

Re: Pseudo Stereo... #21335 12/01/04 12:47 AM
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Richard Bannister Online Content
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I'm in agreement with R. Belmont on this one. Each of the sound engines in Audio Overload does its own mixing (it's just the way it works) and whatever about implementing a feature like this once, I really don't want to do it eleven times. I mix like the original hardware -- so you'll get pseudo-stereo out of the CPC/Spectrum driver, but that's it.


Noli umquam docere porcum cantare; perdes tempus et irritabis porcum.
Re: Pseudo Stereo... #21336 12/02/04 06:36 AM
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GodzFire Offline
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While I can't really notice the difference with the top ones, the Mega Man one is incredible. Could you do me a favor and do that for the Japan level from Double Dragon 3 for NES. I've always died to hear that in true stereo.

If nothing else, maybe someone could make a simple program that could make the steps itself. But yea very sweet.

Re: Pseudo Stereo... #21337 12/02/04 08:52 PM
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Honestly if you don't notice the difference with the top ones, your speakers suck. Try a good set of headphones smile

Re: Pseudo Stereo... #21338 12/05/04 05:12 AM
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Ben Boldt Offline
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OK - I made one in GarageBand with Matrix reverb and those sorts of things. Tell me what you think:

http://benboldt.spymac.net/japan_level.mp3

It's so easy to do that you should try it. Convert all your favorite old games. It only takes a second.

Re: Pseudo Stereo... #21339 12/05/04 07:53 AM
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GodzFire Offline
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I noticed comparing the TMNT3 stereo track to the original, that it doesn't have the 'tick' beats in the beginning and then again at the 22 second mark. I would check into that. The reverb effect definitely makes the sound better however and I suggest doing that all the time.

Re: Pseudo Stereo... #21340 12/06/04 03:08 AM
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The japan_level one is clipping more than an Audioslave album - watch the level meters.

Re: Pseudo Stereo... #21341 12/06/04 05:14 AM
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Ben Boldt Offline
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Hmm...

It doesn't look like it's clipping at all to me. Actually, it could use a good normalizing because it is well below where it would be clipping. I checked the levels of each original channel in GarageBand, the exported AIF file, and the MP3 file. None were clipping on my machine.

Maybe you are referring to how disproportionately loud and reverby pulse channel 1 is? I thought that gave it more of a Gauntlet-style sound.

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