ValleyBell wrote:
Whether vgmlpfnd works or not depends heavily on the sound driver. And the sound driver used in most (or all?) QSound games does lots of stuff (like software envelopes) that cause tiny differences in each loop that are not or barely audible.
vgmlpfnd requires a 100% match and of course it can't find it.
Well... do the QSound packs on this site feature manually found loop points, then? Also, do those packs feature
slightly innacurate loops if they were found manually?
ValleyBell wrote:
vgm_sptd might not work if the sound driver spams the sound chip with redundant commands. It filters some commands out (like timer settings and things that are rarely changed). But if the sound driver constantly writes to the volume and frequency registers (even if it doesn't have any audible effect), then vgm_sptd assumes something is going on and doesn't cut it.
Interesting. Welcome me to the world of sound drivers and their weird differences.

So, I guess I'll just remove the silence with the help of Audacity.
Attached are 6 VGM logs from Cotton. Though I'm able to find loops for most of the game's tracks, why does vgmlpfnd not find loops for these tracks? The program doesn't even show any commands for some of the 6 VGMs. Also, can a pack still be approved if some of the loops don't sound right (a few tracks in this game do this), but play like that ingame? Or would they need fixing? (like what you done to the two looping tracks in MD Chess)
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I'm HarmoDevil. Formerly Dr Devil, but I still use the drdevil username here.
Check out my Soundcloud.I might get back to VGM ripping someday.