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Audio Modding / Re: [FF6] [OPEN BETA] Dancing Mad - FF6 Audio Replacement using MSU-1
« on: 2019-02-12 16:42:19 »
Wemes:
Thanks for your report, I am aware that the transitions between parts of the final battle music are sudden and do not smoothly go from one part to another the way the original game does. Even with volume fading, this is not currently possible.
The problem is that there is no way for the code running on the SNES to tell when the song started actually playing and how far along it is. The MSU-1 just does not have that kind of status information exposed. Assuming based on framerate and e.g. the game time counter is flawed due to the fact not all platforms will be able to queue up and play the track as fast as the game requests it.
Without that status information, it is therefore impossible to tell the last time the song looped, and therefore when the next transition point should be.
tl;dr version: this is not a bug and will not, can not be fixed, not unless a new version of the MSU-1 add-on is made that has the ability to return the current sample position.
Never saying never, because I didn't expect resume support either, so.
Ayoyo:
The most comprehensive list of what music is included in this mod is likely the readme for the installer.
You should also be able to search youtube for pretty much any of the artists/groups mentioned in "Musical Credits" here and the name of a song from the game and be able to find their work. Sean Schafianski's work is, by request of artist, linked directly.
edale is largely responsible for finding and converting music for the project at the moment.
Thanks for your report, I am aware that the transitions between parts of the final battle music are sudden and do not smoothly go from one part to another the way the original game does. Even with volume fading, this is not currently possible.
The problem is that there is no way for the code running on the SNES to tell when the song started actually playing and how far along it is. The MSU-1 just does not have that kind of status information exposed. Assuming based on framerate and e.g. the game time counter is flawed due to the fact not all platforms will be able to queue up and play the track as fast as the game requests it.
Without that status information, it is therefore impossible to tell the last time the song looped, and therefore when the next transition point should be.
tl;dr version: this is not a bug and will not, can not be fixed, not unless a new version of the MSU-1 add-on is made that has the ability to return the current sample position.
Never saying never, because I didn't expect resume support either, so.
Ayoyo:
The most comprehensive list of what music is included in this mod is likely the readme for the installer.
You should also be able to search youtube for pretty much any of the artists/groups mentioned in "Musical Credits" here and the name of a song from the game and be able to find their work. Sean Schafianski's work is, by request of artist, linked directly.
edale is largely responsible for finding and converting music for the project at the moment.