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https://www.youtube.com/watch?v=kfTWJzBSgas
And cowbell.
yep but the firts one who replace : "rest of the heart" , I kill him ^^
As for the people who ask, "Why? What's the point?"
There are a couple.
Take any lossy compressed stereo music, plug it into a Mid/Side matrix that splits the tracks into a Mid/Side Channel configuration so you can listen only to the Sides or only to the Mid.
The Side channels muted will show you just how damaging compression is.
I can show you an example of this using the side channel solo'd from a song of the Soundtrack included with Raiden III on steam. It has a bitrate around 200kbs
https://copy.com/ivLFIfHmdWdD86pY
This is why if you need to reduce filesize but keep as high of quality as possible for any given rip, you need to also use forced dedicated 2 Channel encoding. (L/R Encoding)
For MP3, the best encoding possible you can get is
the last two options depend on encoding software/encoder (like LAME). ^^ This is for Foobar2000
And another example that shows how damaging it is in general
http://www.theverge.com/2015/2/19/8068923/mp3-compression-ghost-suzanne-vega-toms-diner
So the point of replacing the music would be to rip music from the actual soundtrack discs in lossless 24-bit 44.1khz, and then edit each song to match the loop of the in game music using a DAW. Re-Render the final loop in another 24-bit 44.1khz .Wav file. Batch resample/dither all of the tracks using R8Brain to 16-bit 44.1khz .Wav. And then batch encode those files to the format the game expects in the highest quality possible that format offers. And reset the loop points in the file. In this case ADX, and I don't know the high celing for bitrate with that.
I am about 2/3rds through the process of doing this for Grandia II Anniversary Edition using Lossless Rips of the OST for Grandia I&II (As it contains music from both). That game originally used 22.05khz .ADX on the DC IIRC, and so they took that and then re-encoded it to 22.05khz .OGG with a custom looping solution built into one of the .dlls for the game. The problem is the encodes are low sample rate and are very very low bitrate too. (The biggest sound file for the game has a bitrate ~138kbs. Ogg Vorbis tops out at 500kbs)
Here's an example comparison of a few songs from Grandia II that toggle between the game encode versus a lossless rip
They are volume matched almost 1:1, the percieved volume differences are just because of the frequencies and information lost from the original encoding.
https://copy.com/OiAo2LMsYGfqUfVe
https://copy.com/tOj7DkX6fxA9zIAh
https://copy.com/gH4IQy8jWfCIqVYW
The original game was made when Tales Studio still used software sequencing and playback on consoles. So the music quality is extremely limited in what Sakuraba and Tamura could make it sound like. They were bound by what the Sound Programmer/Engineer came up with for the game itself. Where as with later games, starting with Legendia IIRC they switched to Streamed Audio.
This would take a lot of work from a few people with the capabilities and knowledge such as myself and a lot of friends of mine who work on music. But it's possible. And something i've had a small dream of doing. (Doesn't mean it would happen, but it would be rewarding and a lot of fun)
It's definitely true though that "CD quality audio" in that era was a myth. Yes, Final Fantasy 7, 8 and 9 shipped on CDs, no they didn't use CD audio. It was synthesized on PC and PSX. Just a hell of a lot better on the PSX hardware :)
But it is very limited depending on the implementation. And TOS's is very limited compared to say how accomplished Golden Sun is on the GBA or the Final Fantasy games on PS1. (Or as mentioned below MGS2)
FFVIII and IX took it one step further and actually took and made samples for all the instruments based on real hardware. It made a hell of a difference.
My favorite examples of hardware/software sequencing are Metal Gear Solid 2, half of the music was sequenced (And the other half streamed)and you'd never be able to tell really unless you knew.
In the 360/PS3 versions, they ♥♥♥♥♥♥ up the sequenced music by forgetting to implement a solution to emulate the reverb available to the SPU-2 that the original used heavily. The result is these tracks sound a bit worse and lacking some character the originals had.
And the other is Xenosaga Episode II, another game that used half Sequenced music and half Streamed. Again, it's so good you could never tell the difference
https://www.youtube.com/watch?v=0BIOrHVSiiw&list=PL9878005DABAA1D11
It's one , if not the most accomplished effort by Shinji Hosoe and one I have spoken to him about. And he is equally as proud. (IIRC he said the limitations were very harsh, and file size/space requirements were very very low. I don't remember the exact amount, but you'd be surprised)
Squaresoft dropped the ball back then and they are reason the port is terrible, not the developers. (Who weren't Eidos but worked directly for SS)
A better solution for them would've been streaming, though the bitrates would've been bad. Still better than GMidi
But beyond that, the arrangements, man:
https://www.youtube.com/watch?v=JRk0X-FLUR0
"Saving the World"
https://www.youtube.com/watch?v=4W2kBanj0mw&list=PLDC59C50A6573DABA
https://www.youtube.com/watch?v=BsNMnfQUzUw&list=PLDC59C50A6573DABA&index=37
https://www.youtube.com/watch?v=vv24QdDdoSY&list=PLDC59C50A6573DABA&index=39
https://www.youtube.com/watch?v=mIK3GopZMhY
https://www.youtube.com/watch?v=zUI5FPBhf94
https://www.youtube.com/watch?v=ggTaFji1rI4
(Blast, where is that super metal version of Full Force... its on Youtube somewhere)
Naturally you would need to cull some of them.
Depending on the game, 16-bit would work without issue.
Also: About 6 years ago I made a really bad version of Full Force as part of a medley (It was made very quickly in less than a month when I had a boxers fracture in one of my hands. So the playing is really really sloppy)
https://www.youtube.com/watch?v=CSApkiREmUI
http://dwellingofduels.net/dodarchive/10-06-Free/ZZ-BONKERS-Tales%20of%20Symphonia,%20Destiny%202,%20Destiny,%20Eternia%20and%20Phantasia-Sakuraba-DoD.mp3
As for making an arranged soundtrack, it would need to be concentrated effort to maintain consistency and in line with the original. You COULD just take arrangements of all your favorite songs by favorite people too though. I used to do this CONSTANTLY when playing any Falcom game on PC. The first time I played YS I complete, I spent as much time making a custom soundtrack as playing the game haha.
Destiny arrangements be killer.
https://soundcloud.com/nick-bonkers-perry/20122014-tales-of-destiny-title-theme-remix-bonkers
If I did a project for Symphonia though, i'd involve other people at OCRemix and some other friends to work on it as a group in a different way than usual. (And there wouldn't be bad remixes like the ones I posted above that were done quickly, poorly and with less experience)
Found it on my hard drive; the Full Force arrangement in question's by MoAbi, it is on Youtube because I saw it years back but not under that name.
There were file/cinematic mods out pretty much immediately after launch. I guess you weren't watching the discussions much. :P