Author | FCandChill |
---|---|
Category | Sound |
Platform | Super Nintendo |
Game | N/A |
OS | Windows |
License | N/A |
Level | Beginner |
Version | 1.0 |
Release Date | 15 September 2018 |
Downloads | 513 |
Last Modified | 28 November 2020 |
Description:
A utility that rips BRR samples from SPCs and convert them to WAV files. This utility incorporates pre-existing utilities into it (snesbrr.exe and split700.exe).
- This utility can operate recursively so you can rip samples and convert them to WAV files. Therefore, you could rip BRR samples for every SNES game with a couple of mouse clicks.
- Includes the loop point in WAV files.
- Out of multiple BRR files, this utility will pick out the unique ones based on their hash. Useful when ripping entire soundtracks.
The source code can be viewed on BitBucket here:
Links:
Perfect complement to an SPCPlay / SNES GSS workflow
Reviewed By: pabbles on 02 Dec 2020Man, finding loop points on .wavs ripped directly from roms is so frustrating. You know it’s there. “Of course it’s there somewhere, I heard it loop perfectly in the damn game!”, you say to yourself as you click ‘+’ to check sample 1092 of 5840. You might be luckier if you use the rippers that pluck the brr’s directly from recorded spc dumps and then convert them into wav’s, but all your stuff is spread around in directories like “C:_stuff_thingsSNES Sound RippersChrono Trigger USA Version Whatever” and the commandline is juuust enough of an extra step to make you go waste your time on YouTube instead of composing the next Dancing Mad that’ll give supernatural chills to Mr. Uematsu once it hits.
Enter Mr. FCandChill’s BRR-GUI.
- Isolate .spc in some empty folder
- Click first button
- Click third button
There you go.
Now you’ve got a bunch of .wav files named something like “mmx-16_0f-loop2096.wav”, and you can cross-reference with SPCPlay’s Src / Level / Pitch viewer, because “0f” is the index of the actual sample used. And, as you load it in whatever sampler you are using, and are getting ready to input “2096″ for the loop, there’s a chance you might be surprised to notice that it’s already there. That’s right, this bad boy even comes with the metadata for the loop point right inside the file. Now you’re free to faff about with your envelopes and whatnot to make that 0.01 second, 96 sample bleep sound like a proper synth bell like you heard in Mario’s Extreme Grocery Shopping 3, with the peace of mind that comes with knowing the sample is right and the loop is clean.
Game changer. My personal Mega Man X music box is coming along ten times faster than it would have been without it. Thank you!
Version 1.0 Recommended - Yes
Headline | Author | Date | Version | Recommended |
---|---|---|---|---|
Perfect complement to an SPCPlay / SNES GSS workflow | pabbles | 02 Dec 2020 | 1.0 | Yes |