Final Fantasy freak (Sound of rain)
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Final Fantasy freak (Sound of rain)
I am a huge fan of ZSNES and final fantasy. I have used this program for years and will use it in the future.
My problem is this. When you enter Zozo instead of a bacon frying/rain falling sound you get this high pitched whine. Now I have tried just about everything that I can think of. Can someone give me some recomendations. (after all the sound works fine in snes9x but I don't like that program)
My problem is this. When you enter Zozo instead of a bacon frying/rain falling sound you get this high pitched whine. Now I have tried just about everything that I can think of. Can someone give me some recomendations. (after all the sound works fine in snes9x but I don't like that program)
X marks the spot.
This is called the Square Sound Rape, which ZSNES doesn't emulate correctly. The names originates from a trick Square used in some of its games; they deliberately made the SNES sendbad sound data to the SPC sound processor to create certain sound effects like rain and wind.
You just have to wait for this "feature" to get properly emulated.
You just have to wait for this "feature" to get properly emulated.
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Zozo's rain sounds just about right... what version and port of ZSNES are you using anyhow?
If you have the latest official version, it isn't that bad. Either my hearing is a little off, but perhaps you need to change your sound settings to reduce the problem you have.
Make sure the sound rate is at 48000Hz and that you have Gaussian or one of the other sound interpolation filters checked...
Hmm.. checking my audio settings.. the thing that really helped actually was using the Lowpass filters...
If you have the latest official version, it isn't that bad. Either my hearing is a little off, but perhaps you need to change your sound settings to reduce the problem you have.
Make sure the sound rate is at 48000Hz and that you have Gaussian or one of the other sound interpolation filters checked...
Hmm.. checking my audio settings.. the thing that really helped actually was using the Lowpass filters...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Re: Final Fantasy freak (Sound of rain)
Xane wrote:I am a huge fan of ZSNES and final fantasy. I have used this program for years and will use it in the future.
My problem is this. When you enter Zozo instead of a bacon frying/rain falling sound you get this high pitched whine. Now I have tried just about everything that I can think of. Can someone give me some recomendations. (after all the sound works fine in snes9x but I don't like that program)
Long standing emulation innacuracies in Zsnes causes these issues.It's known here as "Square-rape"

Zsnes has issues with with games that use rather unorthodox methods of generating sound fx. Most Snes Square games used such "unorthodox" coding hence the "Square rape". Pagefault said he's working on it.
Only recommendation would to be try another Snes emulator that doesn't have that problem (bsnes for example)
Agozer wrote:This is called the Square Sound Rape, which ZSNES doesn't emulate correctly. The names originates from a trick Square used in some of its games; they deliberately made the SNES sendbad sound data to the SPC sound processor to create certain sound effects like rain and wind.
You just have to wait for this "feature" to get properly emulated.
The reason I think it's stupid to call it "Square-rape" is because: It really isn't a "feature".Technically, the "feature" you're talking about is the Snes itself, and that's what not emulated properly here.
I doubt if you were to look at bsnes source code, you would find a 'squarape.c' module or something you know.
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It's not a "feature" but really something Square abused.. but other games/companies have done this as well...Dmog wrote:The reason I think it's stupid to call it "Square-rape" is because: It really isn't a "feature".Technically, the "feature" you're talking about is the Snes itself, and that's what not emulated properly here.
It's really... an intended response to a hardware component which under normal circumstances should not have been made to do in the first place.
This "intended unintended response" has not been emulated just yet... or is it "unintended intended response"...


Mmm... no.. that's probably just you... which towns did you think were affected? They all sound pretty good to me.MorteTheSkull wrote:Is that also why the regular town music sometimes sounds really bad on ZSnes in FF6?
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I think it used to sound better on older versions of ZSNES because it might of had hacks to make it work.Xane wrote:Well...thank you all that dose clear up some things. What I don't understand is why it used to work (on an older version) on zsnes.
I suppose I'll have to sink so low as to use snes9x for zozo then...well ...MONKEY CHUNKS...that is all
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No... besides only knowing that 32000Hz+Gaussian interpolation from the ZSNES documentation is closest to the original...byuu wrote:And you wonder why it sounds bad... does anyone here ever bother to read the SNES technical specifications before posting these recommendations?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Right, so why would you recommend 48khz audio with any filter other than gaussian, especially in a thread where the post is about an effect not sounding like real hardware? :/
Not only does the upsampling not actually improve anything, it causes additional lossy interpolation.
e.g.
1 2 3 4 5 6
becomes
1 22 3 44 5 66
Now, getting it to your sound card probably converts it to whatever it processes internally anyway (for mixing and such), but why make it worse by doing it a second time in software?
If 48khz really does sound better than 32khz mode in ZSNES for whatever reason, then I am speechless, and you have my apologies. With my $15 3w speakers, I could hardly be considered an audiophile.
Not only does the upsampling not actually improve anything, it causes additional lossy interpolation.
e.g.
1 2 3 4 5 6
becomes
1 22 3 44 5 66
Now, getting it to your sound card probably converts it to whatever it processes internally anyway (for mixing and such), but why make it worse by doing it a second time in software?
If 48khz really does sound better than 32khz mode in ZSNES for whatever reason, then I am speechless, and you have my apologies. With my $15 3w speakers, I could hardly be considered an audiophile.
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Well, I can't tell in any game the differences between the sample rate (except when it is below 32000Hz level where obvious pronounced differences rear their ugly head). Unless someone can suggest a game I can test that there is a real difference, I don't think there's too much of a difference in the first place.
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You may want to search for the thread about pagefault wanting to find instances of the bug and what he thinks is going on. I'd just wait for the next WIP of ZSNES that deals with this issue.Bahamut_ZERO_939 wrote:The Square Sound Rape... wasn't it like compressed audio or something?
Yea.. that helps us..Xane wrote:Well I went back and checked my version. lol I feel like the biggest goof in the world Embarassed . My version of zsnes is an old version. I must have lost the last update when I used system restore last time. Anyway Thank you everyone! Sorry for the problems!


System restore is a vastly overrated/useless feature... it's nice if you were to pay attention to the version you were using...
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...
Just so everyone knows. For FF3 to work properly you need to be using 32khz with guassian interpolation. Any other options will not play some sound effects back properly. There are also some issues in the current sound which prevent some sounds from being played back properly. These are being addressed right now in the *nix port and then the windows port respectively. The DOS port does not have these problems.
Well I actually found out what the Square Sound Rape was recently from a guy who does some programming with games down near LA from where I live. It's not actually "bad" audio data. It's a custom white noise generator/simulation technique Square designed to make psuedo rain, wind, and ocean wave sound effects. White Noise is considered bad audio data in some terms of audio processing meaning it background, unfiltered noise data. He didn't give me the exactness of the noise ratio level so I'm guessing and so was he whatever the level of static white noise ZSnes's SPC700 emulation engine can process it's either below or above the current ranges used.
the same technique was even used in the production of other newer games for eventhe PSOne and PS2 for the same purposes. And in reality wind, rain, and ocean wave sounds are really considered static/background white noise even though they are actual sounds.
the same technique was even used in the production of other newer games for eventhe PSOne and PS2 for the same purposes. And in reality wind, rain, and ocean wave sounds are really considered static/background white noise even though they are actual sounds.
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Which other options specifically don't allow this to work? (Obviously choosing a different sample rate and sound interpolation are one of them)..pagefault wrote:Just so everyone knows. For FF3 to work properly you need to be using 32khz with guassian interpolation. Any other options will not play some sound effects back properly. There are also some issues in the current sound which prevent some sounds from being played back properly. These are being addressed right now in the *nix port and then the windows port respectively. The DOS port does not have these problems.
Any of the low pass filtering?
Surround sound?
Sound buffering?
Continuing [url=http://slickproductions.org/forum/index.php?board=13.0]FF4[/url] Research...