![]() It's kind of like having the output of a bank of bandpass filters hooked into your board and tweaking each one. Spectral dynamics is a process which takes the sound apart and then applies dynamics processing on each band separately, so as each band passes the threshold it has its own response to the compressor, expander, noise gate or ducker. There's the binaural filter, which is a method of using filters that emulate your ears and allow you to place monaural sounds at any angle around your head. Let's talk about the various functions in SoundHack. You know, I could have just kept adding more and more sound processing types to that, but I thought, 'That's it for that.' It reached a point where it was sort of pointless to keep going in that direction. Right, it was designed with the ideas of the early '90s. I think there's still a place for non- realtime processing, but at that point I thought this should really be something more modular.Īlso the fact that if you wanted control over time you'd have to do it via a file, which is a remnant of a time when that was your only option. Like I'd want to give it some sort of patchable structure, maybe like MAX. So it's a simple architecture, which is kind of nice, but I thought if I were to develop more I'd really want to make it possible to do much more than that. It's just a filter that takes things in and sends them out. First of all, it has this very simple architecture. No, there were a couple things that told me it was time to stop doing SoundHack. So it's not like you're adding new wings to the SoundHack mansion. And also the structure of the software got a bit out of date. The features have kind of stabilized at this point.Īt a certain point I reached so many lines of source code that it just got too big to add anything else. SoundHack is never going to reach completion, so at 1.0, the software will be complete - and it's never going to reach that point. You look at software marketing, where they feel sort of compelled to release a new version every year. First of all what's up with your versioning scheme? It's at what. There’s not any new information as far as I can tell, but it’s important to keep the advertisements and the feature itself documented, so thank you to PushDustIn for those! Nintendo Dream Vol.Let's talk about SoundHack. According to the hack’s page, it “can mix every individual channel at 16-bit audio before downsampling everything to 8-bit audio, as opposed to the default m4a mixer which mixes every channel at 8-bit audio.” It’s able to do this by “greatly reducing the number of quantization/rounding errors that pop up during the mixing process, making the classic GBA “background hiss” much quieter while making Shogo Sakai’s music sound crispier than ever! Results seem even better when played back on actual hardware.” Absolutely check it out here on !Ī while ago, well-known translator and my friend PushDustIn sent me MOTHER 1+2 scans of Famitsu from around the time of 1+2’s release, but I never got around to posting them! Click here to see the PDF full of them. ![]() ![]() Both volumes can be found in the galleries below! One concept image seems to be an early Master Belch with arms (seen in the first picture below) and another picture is a table full of the many enemy figurines made for MOTHER 2 (seen in the second picture).Īt the very end of last month, a new hack was posted by Summer Dragonfly that allows for high-quality sound mixing in MOTHER 3. ![]() 89 that even showcased some unseen MOTHER 2 concept art by Kouichi Ooyama! Alayna had previously sent me scans of Vol. Most recently, Alayna “Play Lost Kingdoms” Taptroupe scanned and uploaded images from a MOTHER 1+2 feature in Nintendo Dream Vol. Hot off the heels of our Mother Direct last weekend, there’s been new MOTHER 2 concept art discovered in an older Nintendo Dream and a new high quality sound hack for MOTHER 3! I also wanted to show some Famitsu scans related to MOTHER 1+2 sent to me a while back by my friend PushDustIn!
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