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Old games that had CD Audio tracks?

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Reply 100 of 110, by krcroft

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Joseph_Joestar wrote on 2023-06-05, 04:04:

I think it would be beneficial to list the number of CD audio tracks that have been found on a particular disc during your grep search.

I didn't include it and don't plan to make this change, but agree it would be interesting.
The challenge is re-integrating the results with the groups' additions, removals, and improvements - all of which is a lot of manual work.

Would you be interested in making that adaptation to the grep statement and then manually re-layer the groups' modifications? (we could then drop my prior list and yours carry on as a rev2 improvement 👍)

Joseph_Joestar wrote on 2023-06-05, 04:04:

That way, it would be easier to identify games which simply have 1-2 bonus tracks from the ones that actually use CD audio for in-game music playback. The latter usually have 5 or more CD audio tracks on the disc.

Games that use CDDA for spoken dialog often combine many sequences into a handful of tracks and simply seek within the track to play a particular sequence (as opposed to storing them as separate tracks). This is partly because tracks themselves waste some space, but more importantly because the redbook specification is limited to 99 audio tracks.

A couple examples:
- Jones in the Fast Lane (one CDDA track holds all spoken dialog)
- Stellar 7 (one CDDA track holds in-game music plus all spoken cut-scene dialog)
- Inca 1 CD edition (one CDDA track holds all spoken dialog and music)
- Inca 2 (One CDDA track holds all music. Note: some releases have different quality audio or might be improperly ripped) -- thanks Spikey

Last edited by krcroft on 2023-10-04, 23:42. Edited 2 times in total.

Reply 101 of 110, by Joseph_Joestar

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krcroft wrote on 2023-06-05, 13:50:

I didn't include it and don't plan to make this change, but agree it would be interesting.
The challenge is re-integrating the results with the groups' additions, removals, and improvements - all of which is a lot of manual work.

Yup, that does seem to be the case. I'm not that good with Linux scripting, so this is all I could do about counting the number of audio tracks:

grep "AUDIO" *.cue -o | cut -d ':' -f 1 | uniq -c

When applied to Tomb Raider Gold, this results in the following output:

9 Tomb Raider Gold CD1.cue
3 Tomb Raider Gold CD2.cue

So the first disc contains 9 audio tracks while the second one has 3. Not ideal, but it gets the point across. Feel free to modify as you like.

Games that use CDDA for spoken dialog often combine many sequences into a handful of tracks and simply seek within the track to play a particular sequence (as opposed to storing them as separate tracks). This is partly because tracks themselves waste some space, but more importantly because the redbook specification is limited to 99 audio tracks.

Interesting. I imagine some "talkie" adventure games from that time may have used a similar approach.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Athlon64 3400+ / Asus K8V-MX / 5900XT / Audigy2
PC#4: i5-3570K / MSI Z77A-G43 / GTX 970 / X-Fi

Reply 106 of 110, by HeroponRikiBestest

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Joseph_Joestar wrote on 2023-06-06, 06:46:
Yup, that does seem to be the case. I'm not that good with Linux scripting, so this is all I could do about counting the number […]
Show full quote
krcroft wrote on 2023-06-05, 13:50:

I didn't include it and don't plan to make this change, but agree it would be interesting.
The challenge is re-integrating the results with the groups' additions, removals, and improvements - all of which is a lot of manual work.

Yup, that does seem to be the case. I'm not that good with Linux scripting, so this is all I could do about counting the number of audio tracks:

grep "AUDIO" *.cue -o | cut -d ':' -f 1 | uniq -c

When applied to Tomb Raider Gold, this results in the following output:

9 Tomb Raider Gold CD1.cue
3 Tomb Raider Gold CD2.cue

So the first disc contains 9 audio tracks while the second one has 3. Not ideal, but it gets the point across. Feel free to modify as you like.

Games that use CDDA for spoken dialog often combine many sequences into a handful of tracks and simply seek within the track to play a particular sequence (as opposed to storing them as separate tracks). This is partly because tracks themselves waste some space, but more importantly because the redbook specification is limited to 99 audio tracks.

Interesting. I imagine some "talkie" adventure games from that time may have used a similar approach.

If you still want this, I attached the results of running this on the current redump IBM pc set. I also attached the results for running it on the mac set, because why not.

Attachments

  • Filename
    Redump_Mac_Audio.txt
    File size
    3.58 KiB
    Downloads
    13 downloads
    File license
    Public domain
  • Filename
    Redump_Ibm_Audio.txt
    File size
    309.82 KiB
    Downloads
    16 downloads
    File license
    Public domain

Reply 107 of 110, by Joseph_Joestar

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HeroponRikiBestest wrote on 2024-09-13, 21:15:

If you still want this, I attached the results of running this on the current redump IBM pc set. I also attached the results for running it on the mac set, because why not.

Thanks!

I think this makes a very good starting point. The final list would still need to be curated by hand, to exclude games which ship bonus tracks on the disc but actually use MIDI music during gameplay. Still, knowing how many audio tracks are on each game disc should make this process a bit easier.

PC#1: Pentium MMX 166 / Soyo SY-5BT / S3 Trio64V+ / Voodoo1 / YMF719 / AWE64 Gold / SC-155
PC#2: AthlonXP 2100+ / ECS K7VTA3 / Voodoo3 / Audigy2 / Vortex2
PC#3: Athlon64 3400+ / Asus K8V-MX / 5900XT / Audigy2
PC#4: i5-3570K / MSI Z77A-G43 / GTX 970 / X-Fi

Reply 108 of 110, by Spikey

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Joseph_Joestar wrote on 2024-09-14, 05:09:
HeroponRikiBestest wrote on 2024-09-13, 21:15:

If you still want this, I attached the results of running this on the current redump IBM pc set. I also attached the results for running it on the mac set, because why not.

Thanks!

I think this makes a very good starting point. The final list would still need to be curated by hand, to exclude games which ship bonus tracks on the disc but actually use MIDI music during gameplay. Still, knowing how many audio tracks are on each game disc should make this process a bit easier.

Yeah, I'd say identifying discs that have audio tracks versus those that do not is a great starting point!

Reply 109 of 110, by ludicrous_peridot

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krcroft wrote on 2023-06-05, 13:50:
I didn't include it and don't plan to make this change, but agree it would be interesting. The challenge is re-integrating the r […]
Show full quote
Joseph_Joestar wrote on 2023-06-05, 04:04:

I think it would be beneficial to list the number of CD audio tracks that have been found on a particular disc during your grep search.

I didn't include it and don't plan to make this change, but agree it would be interesting.
The challenge is re-integrating the results with the groups' additions, removals, and improvements - all of which is a lot of manual work.

Would you be interested in making that adaptation to the grep statement and then manually re-layer the groups' modifications? (we could then drop my prior list and yours carry on as a rev2 improvement 👍)

Joseph_Joestar wrote on 2023-06-05, 04:04:

That way, it would be easier to identify games which simply have 1-2 bonus tracks from the ones that actually use CD audio for in-game music playback. The latter usually have 5 or more CD audio tracks on the disc.

Games that use CDDA for spoken dialog often combine many sequences into a handful of tracks and simply seek within the track to play a particular sequence (as opposed to storing them as separate tracks). This is partly because tracks themselves waste some space, but more importantly because the redbook specification is limited to 99 audio tracks.

A couple examples:
- Jones in the Fast Lane (one CDDA track holds all spoken dialog)
- Stellar 7 (one CDDA track holds in-game music plus all spoken cut-scene dialog)
- Inca 1 CD edition (one CDDA track holds all spoken dialog and music)
- Inca 2 (One CDDA track holds all music. Note: some releases have different quality audio or might be improperly ripped) -- thanks Spikey

Not sure if this has been mentioned, but Deus by Silmarils uses CDDA for digital speech. There's one music trek and then one per each characters' for their spoken phrases. I have only digital reissue, so can't give much detail.

Also, again, pardon if has been mentioned Whizz has audio CD music.

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