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Did you skip over my Iji songs or something? D:
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Done. I added the other songs that were already in the OP.Vyse, do you want to make that post a soundtrack post? Just add a little extra formatting to make it like the other soundtracks and I'll link it to the OP.
No.Just a quick question are any of these available for DL just in MP3 not the brawl music format.....sorry for the question I hope Im not posting this in the wrong area or anything just please lemme know.
Im really not looking for infractions so my bad if this is in the wrong place
This itself is inaccurate. Did you have issues with the music volume back on SSB64? Probably not, and that game (like all on-the-fly synthesized music) had no dynamic range compression AT ALL. I hate to break it to ya, but most game DON'T use dynamic range compression, and for good reason - there's no need to. (it's mainly used to increase loudness via gain without adjusting volume by sacrificing dynamics and highs & lows. Why would you need to do this if a game, being a computer program, can just be set to adjust the output volume itself? It's mostly a marketing tactic to "stand out"; commercials and big label music use it a ton)during a good portion of the song where it's quiet, you can't hear a thing over the battlecries in Brawl!
I think you're misinterpreting it a little bit. What I was meaning to say was that, say you have a song that's quiet for a significant portion, and then extremely loud for another duration, and during the extremely loud portion, there's one spike in volume level. ReplayGain isn't going to clip that one extremely loud burst (for good reason, it's lossless!) just to bring the extremely quiet portion up a bit. Replay Gain brings the entire average of the song up to the closest to -89dB (or whatever you set it at) up to the point where it doesn't clip any peaks. But the issue with Brawl is that you can't hear a thing, then, during the quiet part.masamunecyrus, I was reading your post very intently, but got concerned when you claimed that Replay Gain only calculates based on loud spots in audio - this is not true, it takes the AVERAGE. I hate to break it to ya, but if there's a quiet spot in a song, it's meant to be quiet for a reason, otherwise it wouldn't have been quiet in the first place!
Even worse, you said those dreaded words...
DYNAMIC RANGE COMPRESSION
This is the bane of all audiophiles, plain and simple. However most (along with myself) don't have a problem with it AS LONG AS NON-COMPRESSED VERSIONS ARE PROVIDED AS WELL - this is very important.
But even then...
This itself is inaccurate. Did you have issues with the music volume back on SSB64? Probably not, and that game (like all on-the-fly synthesized music) had no dynamic range compression AT ALL. I hate to break it to ya, but most game DON'T use dynamic range compression, and for good reason - there's no need to. (it's mainly used to increase loudness via gain without adjusting volume by sacrificing dynamics and highs & lows. Why would you need to do this if a game, being a computer program, can just be set to adjust the output volume itself? It's mostly a marketing tactic to "stand out"; commercials and big label music use it a ton)
Now I don't know if you haven't done this, but it's known that Brawl's sound effects by default are much louder than its music. It's HIGHLY recommended to adjust this in the options (moving it to the music side by 2 to 2.5 markers).
And there IS a relative equal volume used for Brawl songs - it's called 94db to 95db (based on 50ms RMS averaging, the same thing Replay Gain does).
It just so happens that the songs that "break" this rule are songs that are direct copies from other games (including Melee), since Nintendo used a surprisingly high gain level for Brawl's music. (Metroid Prime's is ~92db, as is most Nintendo-made N64 games for example) And to make things MORE complicated, some songs (usually the quieter ones) actually play back in-game louder than their BRSTM file suggests - apparently there's a volume setting in the BRSTM format that none of the converters actually know how to use (according to the author of Brawl Custom Song Maker GUI)
The loudness war is already a big enough issue due to the control marketing has over engineering - we don't need to start participating in it voluntarily.
I believe he released the source to a beta of 0.64. People are working on making it better.do you know if phantom wing will release the source to any of his programs?