Stormmedia Fluid Fantasy Sound (SFFS)

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They are just samples it doesn't sound as low quality as that don't worry.
 
"In this pack you will have all you need to make this work.

-Synthfont (a soft syth compatible with SoundFont) by Kenneth Rundt http://www.synthfont.com (note that the version I added in this pack is not the lastest version but it's the better one in realtime)

-Midi Yoke (a driver that will make the bridge between FF7 and Synthfont) by MIDIOX http://www.midiox.com/

-And My Files (the SoundFont, the ReadME, a midi file for synthfont)"

OK, I get the two first, but... Where can I find YOUR fIles?? I'm newbie, so couldn't find it. :?
 
There are corrections that need to be applied to some of the midi files.

the original "underneath the rotting pizza"  tune makes use of the pitch wheel in the signature bass riff.

X is  note, and / or \ are pitch shifts. the periods are the spae between.

ffviipc simply plays each note individually, even in the XG midi, whiuch they shoud know better.


.............XXXX.XX.....................XXXXXXXX.XX.

BUt on psx it goes.
.............X/\X.XX.....................X/\X\X/X.XX.

Is it allowable to post modified MIDI files from the original game?  I created a fixed dokubo.mid
 
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Well to let you know ppl this project is in a serous changes nothing is like it was before... the next release will be with another softsynth so there is no more synthfont... synthfont was good but it wasn't realy made for real time so I changed for FluidSynth witch is realy faster so I can improve a lot the samples without any lag.  And I modified all the ff7 mid files to be completly compatible with my soundfont so the in the pack I will publish you will have the new mid files.
 
Inmy "project to fix sequencing errors thread, i posted a couple modified midi files. one is dokubo.mid, which is now accurate to the psx one as far as midi data goes. give them a listen(the rules won't let me bump it even though i've edited the only psost about 4 times now. :)
 
Hi zaphod77

Well first know that the goal of this project is not realy to make the mid files sound like the PSX version.  I'm focusing on making the instrument sound the more realistic I can.  As you surly noticed if you heard my samples the instrument are far more realistic than the PSX version.  And.... I'm not sure that there is "sequencing errors" in the mid files this is just another interpretation that square made for the pc version... but still I'm not saying that your project isn't good. Far from that ... for ppl who seek for the PCX version of the mid files you did very well I think.... to be honest I didn't realy try the PSX version so I don't realy know but I trust that your did a good job  :-).

Well since you mentioned dokubo.mid here the song as it sound with my project:
http://spinningcone.com/ff/stormmedia/sffs/samples/ff7_dokubo.mp3

Tell me what you think.
See you!!
 
If you compare the PC mid files to the OST, there are some clear differences. Except for the songs that the OST doesn't have, it is probably the best reference point.
 
The PC midi files are in fact conerted form hte psx originals. I know this becausea number of midi fiels with thsese exact fielnames and nternal comments got out well before the PC version did!

Changes were made to some of the midi files.

in some cases, they decided a ROM awe sample was "close enough" and didn't get the real psx one. In other cass, a missing feature on the awe32 caused the files to be adjusted a bit. 

However some files are definitely misconverted. Dokubo.mid is one of them.  I've proven it coudl have been done bbetter by fixing the error.

Btw, your version has the bass wayyy too quiet.  its otherwise fairly nice.

Some songs do really need their samples., and soem do not. For the most part, songs that sound good on the XG versions do NOT need their original samples. But some songs defiinitely DO. Still more FIghting is the biggest example. it needs it's Prophet synth, and the dirty percussive B3 organ sample that just hass o muhc more character then any other, and it's guitar sample.  FIghting (bat.mid i think?) needs it's breath sample, but can have most of it's others improved. an dof course one winged Angel NEEDS it's choir.  And You can Hear the Cries of the PLanet needs it's bell sample, and it's amin synth riff.

Most of the others can be improved.Ones i'm most intereted in hearing now.

Still More FIghting (chu.mid)
J E N O V A (chu2.mid)
Bombing Mission (ob.mid, i think?)
You can Hear the Cries of the Planet (i forget this one, but it's absoluetely butchered anywhere but the psx version and the OST)

Your goal and my goal do not conflict. My goal is not to change the samples, but to correct errors in the file in the raw midi note data that wer intriduced in the conversion.  Applying these corections, and then layering yur instruentation on top of it will cause better results. you DID gcompare dokubo.mid with the OST, and with my fixed version, right? on mine the bass riff sounds right , and on the pc versions native midi it's wrong. if you replace your bass track data with mine, then use your sample, and boost it's volume appropriately, you wil hear the improvement.

I am looking for help on the project, particlarly with balancing the midi files to sound right with the awe samples. if i had the original psx discs, i'd be trying to rip the midis again myself, then try to tweak the samples to match and see if that produces consistent results.
 
[...] Some songs do really need their samples [...]
Of course they do that's why I took the choir samples of OWA improved it and added it in my soundfont and modify the mid files in order to make the volumes, effects, attacks,  velocities, etc. the more like I think it should be ...  I even changed some instruments when I find that they don't sound good ... but I don't check the PSX version to compair when I modify my mid files I just do them as I like without any check on the PSX version because I don't realy care about doing it as the original version is I just want to improve it... but that's for sure that I am open to any suggestions.. so I will take a closer look to your bass track when I got the time if you don't mind :-)

So well here the courrent version of OWA(the quality may be eaten by the mp3 format) also I had a lot of work to do on this one just to make this the most perfect I can ... and still have a lot to work on this one... and one last thing no song I share in this tread are made for Ficedula's ff7 music witch mean that they are not looped at all and not optimized for this kind of thing they are just shared as samples...

So here OWA:
http://spinningcone.com/ff/stormmedia/sffs/samples/ff7_lb2.mp3

Here Bombing mission since you said you wanted to hear it:
http://spinningcone.com/ff/stormmedia/sffs/samples/ff7_ob.mp3

J E N O V A:
http://spinningcone.com/ff/stormmedia/sffs/samples/ff7_chu2.mp3

"Still more fighting" I didn't pass much time on this one yet but it still sounds good:
http://spinningcone.com/ff/stormmedia/sffs/samples/ff7_chu.mp3

You can Hear the Cries of the Planet.... I don't realy know witch one it is... sorry.

Well see you!!
 
Yuo can Hear the Cries of the Planet is the really haunting tune that plays in the city of the ancients. (iseki.mid)  The awe version has a major sequencing error in it, use the XG version instead as your base, but strip out the sysex. Speciifcally, it is missing the portmanteau controller that makes the main riff "glide" from note to note because the creative labs cards do not support it.  Of course fluid probably doesn't support it either. If that is the case, well, have fun with the pitch wheel and channel aftertouch to try and replicate the original groove, and good luck. PLEASE listen to the psx ooriginal from the OST for this one, even if you do not do this for any other.

Having listened to more of your stuff, i realise you do have a a very different focus after all.

YOu aren't just trying to improve the samples, you are tryign to remaeke the tunes the way you want them to sound, with little regard for how they were composed. This is not meantr to sound rude, but i can't think of a better way to put it.

Chu *needs* the "b3" sample from the original soundfont back BADLY. it is otherwise not too bad. The square wave is a reasonable substitute for the Prophet synth sample (and one the XG version makes). The way that particular organ sounds makes the song what it is. (the xg version uses the gm Rock Organ instead, with bad results)

J e n o v a sounds pretty good but the relative volumes of the tracks are off to me. (piano too quiet, for one) The XG  version is a good reinterpretation.

on bombing mission, the bass is way too quiet, and so is the piano. I would boost the volume on those tracks. it otherwise seems good. And for gods sake, fix that reverse cymbal. it doesn't last nearly long enough in your version.

One WInged ANgel is actually the best one, except the choir is a bit too quiet i think.

I have nothing againt reinterpretations. in fact some of he ones in the XG midi files are quite spectacular (Makou Reactor, for example, is much better in the XG version than the psx original) but i think the relative balance of the instruments should be kept similar to the original, and to do that you need to compare with the psx original, as the pc version is wrong in spots. if you do not want to use the psx version as a base, use the XG versons as one istead, if you have access to an xg synth or softsynth, as many of themare better balanced then the awe ones.

I consider waht you are doing a remix project at the moment.  Not that such a thing is bad, its jsut not waht I was expecting.
 
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Before juging all my song like you do just wait until I modify all the mid files.... I just made mp3 from the ones you wanted to hear as they sound right now.... it's not for nothing that I have no realase link working for this project... it's because it's not finish .... I noticed that almost all of your suggestion was some volumes problem that I know well ... I just wait to have the time to fix them hehe .... well I'll let you know when those song are finished.

Until then see you and good luck with your project!!! :-)
 
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I wasn't trying to offend here.

I apologise for working under te mistaken assumpting that those mp3 s weren't still WIPs. But i hpope what i've said on what i think needs fixing is some help.

I hope you followed the standard convention of using bank 1 for the first bank of your ff7 part of the soundfont like the original did.

if these samples are made with uncorrected midi files, then yeah, I'm impressed. :)

WHat midis do you think you've got right?  I know i've bene picking all the "signature tunes" that are dificult to get right (laugh)
 
Hi zaphod77

Well I must apologise too because I have a gift for making myself looks angrier than I realy am when I write ... I know you wasn't trying to offend and... of course any suggestions helps... just showing that your are interested in this project drives me to continue ... I must admit that I almost stopted working on this project because almost for a mounts or two this thread was absulutly empty... but now that I'm not working only for myself I'm still working on it now  :-) thanks for that. 

Now a little technical part in this post  :-P.  Well I used the bank 0 for thte first bank of my soundfont because of two reason.... first this is not a remplacement for the soundfont of the game since no sound card would be able to load such a big file... I need I real time engine that receve all the midi events and render it using my soundfont and then send it to the sound card... witch mean that you don't need to have a sound card compatible with soundfont to use this.   The second reason I used the bank 0 instead of the bank 1 is that I use this soundfont not only for ff7 but ff8 and for all the mid files I listen with my computer so I wanted to make it compatible with general midi so every one will be able to do the same as me without having to modify the bank of the mid files they downloaded. 

Okey last part of this post ... I made these samples with the original general midi pack of ff7 but I changed some bank and instrument but I didn't realy messed with them yet ... for OWA(one winged angel) I messed a lot more though  :-D but there is still a lot to do with the choir ... but the choir you hear in this sample is a lot improved compair to the originial one that square gives.  If it sound a little crappy it's because it do not realy fits with the others improved instruments here... that's one of the things I have to fix with one winged angel.

Hope it covered all you wanted to know :-) and do not be afraid to ask or to suggest anything... even if I look like angry something it do not mean that I am  :-D
Well see you !
 
cool. so did you ever give my awe midis a lisiten?

even if you don't have an awe, the bass effect should come thru anyway.
 
i didn't expect th glide to come through properly. since the original card dont' support that midi controller, why would fluid do it?
 
Well Fluid doesn't pass through the midi device of the sound card.  It read directly every midi event render them with the soundfont and then send it to the sound card via a wave form.  Witch mean that you don't need to have a sound card that suport soundfont to use it.

[EDIT]
I just looked at the mid file and there is no special effect to the main instument.... I guess what make it glide like this is only the preset in the soundfont because in the mid files it's just notes after notes there is no midi events between the notes.
 
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load up the XG version of the midi file, and you will see the portmanteau controller event at the start of the track. they are missing from te AWE veersion because the awe doesn't support the portmanteau pedal and portmanteau time CC.

the original awe mid file does nto glide, but the original psx song DOES< and the XG midi version DOES glide as well.
 
Nope sorry... must be the XG intrument of the soft synth because even with the iseki.mid of the XG midi set of FF7 there is no midi effect between the notes... Yes they may glide when you listen to them but it's just the instrument... I'm sorry but I'm sure that I'm right ... the software that I use to edit midi list alll the midi events that the mid file have and the main tracks to not have any midi events...
 
1:1:000   trn   JST
  1:2:001   ctl   14   7   75   
  1:2:002   ctl   14   10   64   
  1:2:002   ctl   14   11   127   
  1:2:002   ctl   14   91   72   
  1:2:003   ctl   14   94   84   
  1:2:003   ctl   14   74   70   
  1:2:004   ctl   14   65   127   
  1:2:004   ctl   14   5   26   
  2:1:000   key   14   E4   1   0


controller 65 is the portmanteau pedal, and turnig this on causes the glide.
and controller 5 is portmenteau time MSB.

This is what causes the glide in the XG version. if this does not glide when played bak ck in fluidsynth, then fluidsynth doesnt' suport the controller either.
 
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