One of the clearest examples to show off what I did in this area is with the “Flaahgra” boss battle theme. The main objective of my remaster was to fix as many of these popping, buzzing, and clicking errors as possible without compromising the original sound. What was done to enhance the soundtrack of Metroid Prime? With this likely being the highest quality audio we ever get for this game, I decided to use it as a base for my own remaster in an attempt to create a definitive Metroid Prime soundtrack! Unfortunately, much like the previous iterations of this music, those errors mentioned earlier were all still present.Īs of right now, nobody has attempted any remasters of the audio found in Metroid Prime Remastered as far as I’m aware. They discovered that Metroid Prime Remastered’s audio files were all sampled at 48kHz, not 44.1kHZ, an even higher fidelity than the official CD soundtrack. Soon enough, a user by the name of Unknown was able to successfully gain access to the game’s audio files. With the recent release of Metroid Prime Remastered over twenty years after the original game, fans immediately started cracking the game’s code to access the in-game audio to see if there were any changes made. None of them that I have listened to so far were able to completely scrub out every last issue. Throughout the years, some audio engineers in the Metroid community have attempted to fix these problems with varying success. This means that wherever these issues originated, it wasn’t simply due to down-sampling the audio for the GameCube. The 44.1kHz sample rate was adopted as the industry standard for these reasons, plus the additional safety net it provides for other frequencies outside the 40kHz range necessary for the recording in order to avoid producing other unintentional artifacts.ĭespite being sampled at 44.1kHz, the music of the official CD release of Metroid Prime still contains the same recording errors as the in-game files. In other words, an optimal sample rate should at least cover the frequency space between 40-40kHz. When listening to sampled or pre-recorded audio from a device instead, these frequency ranges need to be doubled in order to preserve that same level of quality. This applies to naturally produced auditory sound waves. The human ear on average can only hear frequencies between 20-20,000Hz (or 20kHz for short). However, the soundtrack was shortly released on CD in Japan just a few months later at the music industry standard of 44.1kHz with these errors still present despite the jump in audio fidelity.Ī Brief Detour for Folks Unfamiliar With Audio Engineeringģ2kHz and 44.1kHz are both examples of audio sample rates. When Metroid Prime was first released, fans speculated that these were artifacts (not the Chozo kind) generated by the soundtrack’s down-sampling to 32kHz to fit onto the 1.5Gb GameCube disc. However, there’s a common issue with it that has been bugging ear trained musicians for over two decades now the presence of several errors in the master recordings in the form of unwanted pops, buzzes and clicks that are clearly not intentionally placed into the soundscape. The music of Metroid Prime is regarded by many fans as some of the series’ best to date. The first question I’m assuming most of you are asking is: “Metroid Prime’s soundtrack is already perfect, what needs to be remastered?” Today, I wanted to take you all behind the scenes in a more personal/informal blog post-style article to talk about what motivated me to take on this project, and the kinds of enhancements you can expect (with audio examples for direct comparison). Hello Omega Metroid readers, I’m Doominal Crossing! Recently through Omega Metroid, I released a complete remaster of the Metroid Prime soundtrack, which you can find here!
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