A | B | C | D | E | F | |
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1 | Sample Description | SWAV # | Source | Path/Bank | Preset | Notes |
2 | Welcome to the Pokémon Sound Sources spreadsheet! This spreadsheet aims to provide comprehensive documentation for the sources of sounds used in main series Pokémon games. | |||||
3 | We only ask that you do not claim this information as your own. This information is freely available for anyone to share and discuss: For crediting, this documentation is managed by the VGM Resources community and the various communities related to it. | |||||
4 | Many of the findings on this sheet derive from the NEWER VGM Sound Sources spreadsheet, linked on this cell. | |||||
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6 | General Spreadsheet Editor Rules | |||||
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8 | 1. Only list confirmed sources. | List all known instruments in the track. Instruments with known sound sources should be verified beyond reasonable doubt, preferably with a demo. If the source is unknown, add "UNKNOWN" under the "Source" column. | ||||
9 | 2. Do not reinterpret patch names. | Write patch/preset names exactly how they are displayed on the product or patch list in question. Do not abbreviate*, expand, reorder, or attempt to clarify the patch name in any way. Use the notes section if you must append any clarifications. | ||||
10 | 3. Handle disputes correctly. | Place a comment on the sheet if you are challenging a find (particularly those without audio demonstrations), and put important developments in the comment thread. Do not erase the entry until the dispute is resolved. | ||||
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16 | Gens 4-5 Spreadsheet Editor Rules | |||||
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18 | 1. List sections by .SWAR name. | List sections by .SWAR (wave archive) name, and include any tracks that use them in parentheses (try to use the OST track names, with some exceptions). List entries by .SWAV number. | ||||
19 | 2. List sections in order of their internal ID. | Each .SWAR has an internal ID. You can check these by opening a game's .SDAT file with software like NitroStudio. | ||||
20 | 3. List which articulation was sampled. | Using brackets, list which articulation was sampled for an instrument next to its preset (ex. Trumpet [stac]). | ||||
21 | 4. For drums, list which key was sampled. | Using brackets, list which key of a drum kit was sampled next to its preset (ex. Power Set 2 [Note D#]). | ||||
22 | 5. Use the C-1-G9 note range. | Many people use FL Studio, where C0 is the bottom note. If that's the case, simply transpose each key an octave down. | ||||
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28 | Gen 6+ Spreadsheet Editor Rules | |||||
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30 | 1. List sections by SMC name. | XY, ORAS, and SM all have official soundtracks with official track names. Please use these. For USUM and SWSH, use track names that would likely be used if a SMC was released. *check note for resources | ||||
31 | 2. List sections in their SMC order. | List each section by their respective track order in the SMC track lists. For USUM and SWSH, list tracks in order of when they're heard in-game. *check note for resources | ||||
32 | 3. List ALL instruments heard in the track. | List all instruments that you can hear in a track, even if its source is unknown. That way, it's easier to keep track of what needs to be found. (this applies to the Gen 3, HGSS, and BW bonus tracks as well) | ||||
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38 | To-Do | |||||
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40 | - Fix all the inaccuracies in the B2W2 section (known samples listed as unknown, wrong source listings, etc.) | |||||
41 | - Add Spitfire findings for BDSP tracks based on what we’ve heard in the trailers | |||||
42 | - Add findings for LGPE, the section is blank (most of these are incredibly obvious since he uses only like 3 libraries for the whole game but it’s still worth doing for consistency) | |||||
43 | - Add findings for Gen 3, HGSS, and BW Bonus Tracks | |||||
44 | - Add each key that was sampled to each Gen 3, BW, and B2W2 finding | |||||
45 | - Add all gigaleak samples to the Gen 3 section | |||||
46 | - Check all "UNKNOWN" samples and try to find them | |||||
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52 | Editor's Guide to Listings | |||||
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54 | How to List Product-Specific Formats | |||||
55 | Describe the sound | --- | Roland - SC-Series Sound Module | SC-XX Map | 000 005 E.Piano 1 | See note for SC-Series & SD-Series |
56 | Describe the sound | --- | Roland - SD-Series Sound Module | (GM2, GS, or Native) -> (Set) | 037 000 Slap Bass 1 | ^^^ |
57 | Describe the sound | --- | AKAI Sampler Format - Product Name | Partition X -> (Directory) | Patch Name | Sample(s) used from patch |
58 | Describe the sound | --- | Audio Format - Product Name | Track XX - Track Title -> TS X:XX / Sample XX | Sample Name | |
59 | Describe the sound | --- | Audio Format - Product Name | Track XX - Track Title (-> Sample XX, Optional) | Timestamp X:XX | |
60 | Describe the sound | --- | Sound Ideas - Product Name | XXXX-XX-XX | TITLE | DESCRIPTION |
61 | Gen 4-5 Guidelines / Things to Note | |||||
62 | In regards to Best Service CDs... | Many Best Service CDs come with HALion presets for the samples. In some cases, it is clear GameFreak sampled these HALion presets and not the .wav files (like the BW Retro Sampler flute) *see note for more info | ||||
63 | Re-used samples from older games | |||||
64 | Some samples in DPPt, HGSS, BW, and B2W2 are re-used from previous games. If a sample has been re-used, please highlight ALL columns following the "SWAV #" column with the following colors: | |||||
65 | Sample from Ruby & Sapphire | --- | Highlight with this color | |||
66 | Sample from Diamond & Pearl | --- | Highlight with this color | |||
67 | Sample from HeartGold & SoulSilver | --- | Highlight with this color | |||
68 | For samples in Black 2 & White 2 that are re-used from Black & White, there is no need to indicate that they are re-used. | |||||
69 | Tips for knowing if a sample is re-used | |||||
70 | Look at the sample rate: | Diamond/Pearl samples are typically sampled around 16khz. | ||||
71 | HeartGold/SoulSilver samples are typically sampled around 22khz. | |||||
72 | Black/White/2 samples are typically sampled around 32khz. | |||||
73 | Of course, there are definitely exceptions, like a few new HGSS samples being around 16khz, but overall, this is the easiest and most effective/efficient way to tell which game a sample originated from. | |||||
74 | Look at the sample length: | Samples from Diamond/Pearl/HeartGold/SoulSilver samples are typically much shorter than new samples from Black/White/2. | ||||
75 | This method is less reliable, but it's still worth trying if you're unsure. | |||||
76 | Compare the samples between games: | Pretty straight forward, just comparing two .SWAV files between two different games. | ||||
77 | This is the most accurate method, but it is incredibly time-consuming and exhausting. | |||||
78 | We don't recommend you use this method unless you like to torture yourself. | |||||
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83 | As always, give credit when reposting this info please, out of respect to all of the people who found it. | |||||
84 | Notice: | |||||
85 | Mudstep was here |