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Akao Instr Sets exported to SF2 do not write dynamic ADSR information

Open jdperos opened this issue 6 months ago • 2 comments

Environment details

  • Operating System+version: Win10
  • VGMTrans version: f638d0f, master
  • Game ROM/music dump name and sha256: Tested Chrono Cross and Final Fantasy IX

Describe the bug

Any SF2 file which has been created from an Akai Instr Set (ps1 square format) contains identical ADSR information, regardless of differences in the bytes shown in VGMTrans.

The SF2 instument ADSRs are always A: 0 D: 4.039 S: 0 R: 0.029

Please see this image, in which an instrument has differing ADSR Sustain Rate values for its regions, but the exported SF2 file's Decay does not reflect this and have consistent 4.039 values. Of note is that in this same file, ADSR Release Rate also varies between instruments, but all instruments in the SF2 have the same Release value of 0.029 as well. image

Steps to reproduce

  1. Open an Akao-based PSF in VGMTrans (Chrono Cross - 03 Arni Village is a good example)
  2. Right-click the Akao Instr Set
  3. Save as SF2
  4. Open the resulting SF2 file in your soundfont editor of choice (Polyphone over here)
  5. Select the instruments in the SF2
  6. Observe non-dynamic ADSR values

Expected behaviour

Instruments in SF2 files exported from Akao Instrument Sets that display varying bytes corresponding to ADSR information to have varying ADSRs

Additional context

No response

Logs

Click to expand log
[VGMTransQt] Running (f638d0f, master), BASS 2041100, Qt 6.6.1
[VGMFile] Loaded "Akao Seq" successfully.
[VGMFile] Loaded "Akao Instr Set" successfully.
[VGMFile] Loaded "Akao Sample Collection" successfully.
[VGMFile] Loaded "VGMSampColl" successfully.
[VGMFile] Loaded "VGMSampColl" successfully.

jdperos avatar Feb 05 '24 20:02 jdperos