07-14-2014, 01:36 AM
(This post was last modified: 07-14-2014, 01:37 AM by Raccoon Sam.)
Your best bet is SNESSOR95. It tries to look for BRR samples in the ROM (or SPC or whatever) and lets you export them as WAV.
There are three downsides:
• You never know what the real sample rate is. Easy fix, just trial-and-error them.
• Sometimes the program gives false positives, like, sounds that aren't even sounds really at all. Easy fix, just ignore the weird ones.
• Multi-part sounds or sounds with echo/pan/whatever-effects are not possible. You see, you only get samples, not true 'sound effects' (well, unless the sample is the sound effect). Think about the SMW 1-up sound; it's just one high-pitched "blip" sample played six times on different notes = not rippable with SNESSOR.
Mattrizzle once said
But maybe that's too technical? The way I ripped these Yoshi's Island sounds back in the day was using an OLD SCHOOL method, that is, assigning my emulator's (SNES9X) "dump SPC"-button to the the S-key. I then played the game like normal, but with maybe 50% speed iirc. JUST when I was about to hit the red coin, I started mashing S like a madman. Then I went to the SNES9X's generated "SPCs" folder and checked my results out. All of the SPCs played the music of the level, but a few had the red coin sound play right in the beginning. I turned one channel off, re-listened, turned another channel off, re-listened, ... until the music was completely silent and upon listening the SPC I only heard the red coin sound. That's when I exported the WAV and trimmed it in Audacity. Worth noting, the sound effects are usually played in channels 6, 7 or 8.
If you find a "disable music" Action Replay/Game Genie code for the game, this process becomes even easier!
Good luck.
There are three downsides:
• You never know what the real sample rate is. Easy fix, just trial-and-error them.
• Sometimes the program gives false positives, like, sounds that aren't even sounds really at all. Easy fix, just ignore the weird ones.
• Multi-part sounds or sounds with echo/pan/whatever-effects are not possible. You see, you only get samples, not true 'sound effects' (well, unless the sample is the sound effect). Think about the SMW 1-up sound; it's just one high-pitched "blip" sample played six times on different notes = not rippable with SNESSOR.
Mattrizzle once said
Quote:Also, this SNES SPC700 Player is invaluable when you're trying to see how the code being executed by the sound processor is represented in hexadecimal. It has seven different information displays, which can be accessed by double clicking on the main area of the window when an SPC file is playing. It has other useful features as well, such as the ability to adjust the tempo and pitch.When we were discussing Donkey Kong Country sound effects. I have not tried the tool, but it sounds pretty advanced (and a bitch to use for a newcomer I guess)
But maybe that's too technical? The way I ripped these Yoshi's Island sounds back in the day was using an OLD SCHOOL method, that is, assigning my emulator's (SNES9X) "dump SPC"-button to the the S-key. I then played the game like normal, but with maybe 50% speed iirc. JUST when I was about to hit the red coin, I started mashing S like a madman. Then I went to the SNES9X's generated "SPCs" folder and checked my results out. All of the SPCs played the music of the level, but a few had the red coin sound play right in the beginning. I turned one channel off, re-listened, turned another channel off, re-listened, ... until the music was completely silent and upon listening the SPC I only heard the red coin sound. That's when I exported the WAV and trimmed it in Audacity. Worth noting, the sound effects are usually played in channels 6, 7 or 8.
If you find a "disable music" Action Replay/Game Genie code for the game, this process becomes even easier!
Good luck.