{"action":"created","issue":{"url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/12","repository_url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements","labels_url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/12/labels{/name}","comments_url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/12/comments","events_url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/12/events","html_url":"https://github.com/elishacloud/Silent-Hill-2-Enhancements/issues/12","id":339191081,"node_id":"MDU6SXNzdWUzMzkxOTEwODE=","number":12,"title":"[Silent Hill 2] Porting audio from PS2 build to PC","user":{"login":"elishacloud","id":25625456,"node_id":"MDQ6VXNlcjI1NjI1NDU2","avatar_url":"https://avatars0.githubusercontent.com/u/25625456?v=4","gravatar_id":"","url":"https://api.github.com/users/elishacloud","html_url":"https://github.com/elishacloud","followers_url":"https://api.github.com/users/elishacloud/followers","following_url":"https://api.github.com/users/elishacloud/following{/other_user}","gists_url":"https://api.github.com/users/elishacloud/gists{/gist_id}","starred_url":"https://api.github.com/users/elishacloud/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/elishacloud/subscriptions","organizations_url":"https://api.github.com/users/elishacloud/orgs","repos_url":"https://api.github.com/users/elishacloud/repos","events_url":"https://api.github.com/users/elishacloud/events{/privacy}","received_events_url":"https://api.github.com/users/elishacloud/received_events","type":"User","site_admin":false},"labels":[{"id":724184259,"node_id":"MDU6TGFiZWw3MjQxODQyNTk=","url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/labels/enhancement","name":"enhancement","color":"84b6eb","default":true}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":125,"created_at":"2018-07-08T02:38:49Z","updated_at":"2018-08-01T00:33:18Z","closed_at":null,"author_association":"OWNER","body":"_From @Polymega on August 17, 2017 22:26_\n\nHi @elishacloud !\r\n\r\nThis is a branch/continuation of our discussion found here accompanied with input by @AeroWidescreen:\r\nhttps://github.com/crosire/d3d8to9/issues/24 \r\n\r\nWhile Silent Hill 2 for the PC is being wonderfully fixed by the fine folks over at [Widescreen Fix](https://thirteenag.github.io/wfp#sh2), in addition to your's and Crosire's work with ReShade D3D8to9, there are still a few lingering issues left for the PC version that put it behind its PS2 counterpart. Most notable is the audio/sound issues and lack of soft shadows for the PC iteration. \r\n\r\nFirst, if/when you have a spare 25 minutes I'd strongly recommend watching this video that breaks down the differences between the main releases of SH2 for various platforms:\r\nhttps://www.youtube.com/watch?v=nna2yt1c9gI\r\n\r\n**In regards to the audio:**\r\nAll versions of SH2 except for the PS2 version have compressed the audio files into a lossy format. This is further explained here:\r\nhttps://www.youtube.com/watch?v=nna2yt1c9gI&t=403\r\n\r\nAnd while this situation is less than ideal the tone and pitches for the audio files have also changed during the conversion. You can hear this in action here:\r\nhttps://www.youtube.com/watch?v=8E5Nt8ahZRk\r\n\r\nSo while typically only audiophiles will be able to hear the reduced bitrate of the compressed audio files everyone can pick up on these tone/pitch differences. It's equal parts strange and silly this happened.\r\n\r\nThe solution-in-theory then is to somehow extract the sound libraries from the PS2 disc and convert/transpose those files to the PC version. In a perfect world the libraries would have the same naming/file structure conventions so it would hopefully be a straight-foward process of replacing the files. But I don't know if that's the case as I have yet to find a definitive piece of software to extract content like this from a PS2 disc.\r\n\r\nBut ultimately the end goal here would be to find a way to transplant the PS2 game's sound files into the PC game's folder.\r\n\r\nFrom your knowledge and past experiences do you think such as task if feasible?\r\n\r\n**In regards to the shadows:**\r\nBoth the PS2 and Xbox versions of the game utilize soft shadows in the game's world whereas the PC version uses simple, hard edge volumes which results in razor-sharp shadow lines. This reduction in shadow quality not only looks less than desirable but also hurts the game's atmosphere.\r\n\r\nYou can learn more about the PC's shadows vs. consoles here:\r\nhttps://www.youtube.com/watch?v=nna2yt1c9gI&t=836\r\n\r\nAnd in the same video they discuss more about the soft shadows being used in the PS2/Xbox versions here:\r\nhttps://www.youtube.com/watch?v=nna2yt1c9gI&t=353\r\n\r\nAnd here:\r\nhttps://www.youtube.com/watch?v=nna2yt1c9gI&t=701\r\n\r\nDo you think implementing soft shadows would ever be feasible for this game and something within your skill set to do? If you think it is, let me know and if you'd be interested in looking into this as I would spread the word around about what you'd be trying to do and get other fans to donate to your cause. This would probably be one of, if not the, hardest mods to do for the game so compensation is absolutely a requirement for such a major task/time commitment.\n\n_Copied from original issue: elishacloud/dxwrapper#6_"},"comment":{"url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/comments/409410790","html_url":"https://github.com/elishacloud/Silent-Hill-2-Enhancements/issues/12#issuecomment-409410790","issue_url":"https://api.github.com/repos/elishacloud/Silent-Hill-2-Enhancements/issues/12","id":409410790,"node_id":"MDEyOklzc3VlQ29tbWVudDQwOTQxMDc5MA==","user":{"login":"Polymega","id":27395260,"node_id":"MDQ6VXNlcjI3Mzk1MjYw","avatar_url":"https://avatars0.githubusercontent.com/u/27395260?v=4","gravatar_id":"","url":"https://api.github.com/users/Polymega","html_url":"https://github.com/Polymega","followers_url":"https://api.github.com/users/Polymega/followers","following_url":"https://api.github.com/users/Polymega/following{/other_user}","gists_url":"https://api.github.com/users/Polymega/gists{/gist_id}","starred_url":"https://api.github.com/users/Polymega/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Polymega/subscriptions","organizations_url":"https://api.github.com/users/Polymega/orgs","repos_url":"https://api.github.com/users/Polymega/repos","events_url":"https://api.github.com/users/Polymega/events{/privacy}","received_events_url":"https://api.github.com/users/Polymega/received_events","type":"User","site_admin":false},"created_at":"2018-08-01T00:33:18Z","updated_at":"2018-08-01T00:33:18Z","author_association":"NONE","body":"@Storm3000 @elishacloud \r\n[From Storm3000's post here.](https://github.com/elishacloud/Silent-Hill-2-Enhancements/issues/12#issuecomment-404274962) I'm not sure if anything can be done to the tracks Storm3000 mentioned but Elisha may be able to take a look at them: \r\n\r\n---------------------\r\n\r\n>  In \"The Day of Night\" song (when James finds Laura at the hospital), the loop progression sounds wrong. You can notice the issue when Laura says: \"Why should I?\" I compared with the PS2 version on youtube, and it sounded fine there.\r\n\r\n**Track:** bgm_123_0000\r\n**Issue:** The track does not loop at the correct point in time. It should loop further in from when the track starts. Audio example taken from PS2 version: [bgm_123_0000_loop_point_sample.zip](https://github.com/elishacloud/Silent-Hill-2-Enhancements/files/2247496/bgm_123_0000_loop_point_sample.zip)\r\n(Dialog cannot be disabled in this game so it had to be recorded with it.) The loop in the track starts at approximately the 6-ish second mark in the example audio file above.\r\n**Notes:** This track is multiplexed, meaning it must be the same, exact length as the other tracks that comprise its AIX container. Because of this, there's a chance nothing can be done to adjust this due to length requirements for the other tracks contained in the multiplexed file. \r\n\r\n--------------------------\r\n\r\n> The ambient sound when James enters at the Lakeview Hotel has this same issue, as you can notice the change of the sound in the loop progression.\r\n\r\n**Track:** bgm_112_0005 & bgm_112_0005_NG\r\n**Issue:** There is an obvious loop scene in the track.\r\n**Notes:** This track is also multiplexed. The big concern with this ambiance track is that it's shared with the \"music player\" tracks. The music player tracks are melodic so their lengths can't really be changed to allow for adjustments on bgm_112_0005. Elisha may still be able to pull something off but not at the expense of the melodic tracks that share this AIX container. \r\n\r\n-----------------------------\r\n\r\n> The song \"Betrayal\", in the cutscene when James meets Maria and the two Piramid Head at her side stabbing her, begins earlier than it should. You can notice this difference in both version, PC and PS2.\r\n\r\n**Track:** bgm_124_0000\r\n**Issue:** See here: https://youtu.be/9Yii6L2jdsY\r\nIn the video I play the PC version first, then the PS2 version. On the PC version the track fades-in/starts to play several seconds ahead of the track vs. the PS2 version. Notice how the PC picks up instruments right away whereas the PS2 version plays a verse or two first before picking up momentum. \r\n**Notes:** This track is multiplexed. Multiplexed tracks can't have loop points anywhere besides the very beginning. This is probably why the \"intro\" to the track was cut out of the Xbox/PC versions; because since it has to loop at the beginning it can't use a \"one-off\" intro segment like the PS2 version can. \r\n\r\n----------------------------\r\n\r\n> After James meets Angela at the cemetary, the song \"A World of Madness\" sounds desynchronized to me. The rhythms sounds strange. I mean, it doesn't sound exactly like the OST.\r\n\r\n**Track:** bgm_115_0000\r\n**Notes:** (This is a multiplexed track.) Without comparing to the PS2 version I let this one play out for a while on the PC build and it sounds fine to me? I didn't hear any obvious loop seams or the like. It may be different compared to the OST as it is taken from the PS2 version. Meaning, the PS2 version would also sound a little different than the OST as well, then. (But bear in mind the PS2 can process audio samples on the fly whereas these files are .wav audio.) I want to say this one checks out okay. :thumbsup:\r\n\r\n--------------------------------\r\n\r\n> In some cutscenes, there's a difference between the BGM volume and the dialogues volume. I think both works as BGM. \r\n\r\nI believe this is confirmed to be a result of using IndirectSound. When not in use, the BGM tracks are much louder. But since IndirectSound emulates 3D audio hardware acceleration it alters the volume of things to simulate the effect through speakers. \r\n\r\n"}}
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