Well that is their choice but Ruby ripper does the most important, Accurate Rip if you they change their mind, also DBPowerAmp CD Ripper works with wine as far as I know, To me looks more like excuses to stay using windows but what do i know anwway
REAPER's full, flexible feature set and renowned stability have found a home wherever digital audio is used: commercial and home studios, broadcast, location recording, education, science and research, sound design, game development, and more.
From mission-critical professional environments to students' laptops, there is a single version of REAPER, fully featured with no artificial limitations. You can evaluate REAPER in full for 60 days. A REAPER license is affordably priced and DRM-free.
These updates include bug fixes, feature improvements, and significant new features, all of which are free. Updates only take a minute or so. All preferences and configurations are preserved, and forward and backward compatibility are maintained.
Efficient, fast to load, and tightly coded. Can be installed and run from a portable or network drive. Powerful audio and MIDI routing with multichannel support throughout. 64-bit internal audio processing. Import, record to, and render to many media formats, at almost any bit depth and sample rate. Thorough MIDI hardware and software support. Support for thousands of third-party plug-in effects and virtual instruments, including VST, VST3, LV2, AU, CLAP, DX, and JS. Hundreds of studio-quality effects for processing audio and MIDI, and built-in tools for creating new effects. Automation, modulation, grouping, VCA, surround, macros, OSC, scripting, control surfaces, custom skins and layouts. A whole lot more.
I use dbPower Amp. Ripped 500 CDs to FLAC, level 5 option in dbPower Amp. FLAC is compressed, but it is lossless. I store all of my media FLAC files on a MacBook i9, and run the Roon Core on the same machine.
XLD is very flexible and fast and includes the FFMPEG FLAC codecs. Roon Core uses the native codecs with FFMPEG codecs filling any gaps. On Linux, all codecs are from the FFMPEG library (one of the dependencies)
I use FLAC (free lossless audio codec) but ALAC (Apple Lossless Audio Codec). Either one will give you the original bits back. You can verify this using a DAW. How do they do this? They encode the music using their particular method. They also include the residuals between the reconstructed encoded version and the original. The residuals are compressed using regular data compression. The audio is reconstructed and the residual is applied returning the original sample time series.
FLAC and ALAC have somewhat different priorities. FLAC is designed for easy (fast) reconstruction by modest integer-only processors. FLAC is intended to support archival lossless storage of media. On modern M1 Apple Silicon, FLAC encoding is also scary fast.
Since 44.1 and 48 kHz are not related by an integer (are not harmonically related), changing to 48 kHz or any multiple discards the samples in the 44.1 master and replaces them with approximated samples. Mark shows how sample rate conversion introduces ultrasonic distortion to which some amplifiers react very badly.
Commercial CD encoders have some advantages over XLD including use of licensed track metadata libraries, easy completion or correction of metadata, finding missing album artwork, etc. Roon also does a lot of these things for you when it puts a track in the library.
Commercial rippers may be better at allowing you to tag alternate versions of a track, say Money from Dark Side of the Moon. I have this on Japanese reissue vinyl and on CD. I digitized the LP using a Parasound Phono USB interface. So I have two to tell apart.
With fre:ac you easily rip your audio CDs to MP3 or M4A files for use with your hardware player or convert files that do not play with other audio software. You can even convert whole music libraries retaining the folder and filename structure.
This release adds a tool for splitting the output into multiple files based on various parameters like duration, number of files or metadata. The update also adds support for dithering, a matrix surround decoder and a volume adjustment filter.
fre:ac's discussion forums are moving to GitHub. Please post new questions and ideas in the new Discussions area and feel free to start discussions about anything releated to fre:ac and digital audio conversion over there.
This update adds native support for Windows on the ARM64 architecture which greatly improves the user experience on devices like the Surface Pro X, HP Elite Folio or certain Samsung Galaxy Book models. Most notably, conversions can be up to six times faster on many devices with ARM cores.
This update adds support for verifying audio CD rips using AccurateRip technology. This compares a checksum of the ripped audio against other users' results for the same CD. When a match is found in the AccurateRip database, this basically certifies a perfect rip. And in case of a mismatch, fre:ac displays a warning to let you know something may be wrong.
As you can see from my other post (
m-samples/), I have become fascinated with PCM samples on the Game Boy and Game Boy Color. However, that doesn't mean that samples from other old consoles are interesting as well (although much less so), such as the NES, SNES, and SEGA consoles before the Saturn.
I want to rip samples from many of these games. Most people use Audacity to do so by using its "Import Raw Data" function at an 8-bit unsigned PCM, but they don't realize that there's a MAJOR problem with this method.
You see, Audacity, and other audio editors, only go down to 8-bit. While it technically CAN read 4-bit samples at 8-bit, it either has to play at the original frequency but double speed and an octave higher, or at the right speed and pitch, but in even worse quality than in-game (e.g. it's supposed to be at 8000hz, but imported as 4000hz), when it should be the exact opposite. Most people do the second one, and don't notice the glaring flaw, probably because it sounds so degraded in-game. I mean, you call THIS "restored"? =wFwbfN18x0I
A few months ago, I found this Python script:
=6557 It solves the problem PERFECTLY for NES raw audio and GB/GBC, but it doesn't work with anything else. In fact, inside the script, it says:
"Limitations: Master System/Game Gear nonlinear samples are not
supported."
The lack of a PROPER way to extract 4-bit samples from SEGA Master System, Game Gear, Genesis, and CD games is really irratating me. There are only a few Genesis games that actually use 8-bit samples (most games use 4-bit non-linear), such as the original Sonic the Hedgehog, Earthworm Jim 2 (NOT the first one), and Comix Zone. I know this because of the frequency in Audacity.
I have also searched online for help, and I found two forums ( -raw-audio-data-to-wav-with-scripting, and
t-format), but neither of them give an answer.
Can someone make a program that will import unsigned 4-bit audio correctly, so I can PROPERLY extract the samples from these SEGA consoles?
The program must follow the following rules:
- Must run on Windows 8.1 64-bit (unless it's a 16-bit MS-DOS program, where I can run it with DOSbox).
- Must include the source code if not a Python script.
- Must not be a Perl script.
- Must allow editable frequency.
Thank you.
This sounds like something I could look into. But the comment in the source code of that script is a dead giveaway, from one word: "nonlinear". Nothing would stop you from extracting the sound data if you know the format of it and where it's located, but non-linear means that the amplitude steps are not evenly spaced. In other words, you need to know the conversion curve of the SMS/GG DAC in order to restore the original audio from the sample data. This is all fine and well, but requires additional research on the hardware if it's not already documented somewhere. And likewise, it's impossible to know the correct sample playback rate without figuring out what the ROM is actually doing.
However, the Cannon Fodder audio as played back by the ROM always reminded of a version of Forever Young that V/Vm did for a Playstation commercial that never got aired. My own favorite theory is that they left the audio playback that way as some sort of homage to that commercial, although it's more likely that that's not the case.
Update: I just found out that the script actually worked with a Game Gear game I tried (Krusty's Fun House). However, I had no avail with another game, and any Genesis games I tried, indicating they are nonlinear.
"This sounds like something I could look into. But the comment in the source code of that script is a dead giveaway, from one word: "nonlinear". Nothing would stop you from extracting the sound data if you know the format of it and where it's located, but non-linear means that the amplitude steps are not evenly spaced. In other words, you need to know the conversion curve of the SMS/GG DAC in order to restore the original audio from the sample data. This is all fine and well, but requires additional research on the hardware if it's not already documented somewhere."
What I was asking for was a program that would function like the "Import Raw Data" feature in Audacity (which, as I said, can read the data from the games I want just fine, but can't get to the right bitrate), except importing unsigned 4-bit. It's open-source, so maybe you could use code from that, but modified to import 4-bit. In fact, the program could be a plugin for Audacity.
"And likewise, it's impossible to know the correct sample playback rate without figuring out what the ROM is actually doing."
That wouldn't be a problem - you could rip the ROM at a chosen frequency. I stated an editable frequency in the requirements.
"And yes, that Cannon fodder sample playback is horrible. Thank you for reminding me of this. I've now uploaded a video with the audio reconstructed from a ROM rip, in case you are interested."
Thank you very much for that!