Maybe the composers used 32kHz samples, and the PS3 version's audio is not remastered from the 22kHz version, but from the high(er) quality tracks.
Very good hypothesis. But my remaster from 22kHz also gives also only 32kHz, so everything is possible.
I'm just wondering what was meant by 'remastered' if it meant adding frequencies but it didn't entail re-bouncing the tracks.
So how it would be called for marketing purposes?
Actually, what do you mean exacly by re-bouncing?
Mixing again, and than applying all ehhh... filters, processing?
Well, it doesn't work, it removes way too much silence as well. Heh, I don't know why I didn't think that would happen.
This silence is too short. It's milliseconds. Automated functions goes crazy.
the amount of silence at the end seems random (from my own compression tests, it ends up being anywhere from <1 to 25 ms)
It's similarly as in Rayman 2 PSX rip. It's terrible.
we could use a (command-line) program to export the length of the PS2 version's segments into a file and use that to trim the PS3 segments properly...
Genius...
The skate music was also trimmed wrongly, as the GC version has every two measures in one file, while the PS3 version has them all in separate files. I had to use AutoTrim for that one, but it turned out mostly fine.
I have a few settings for Reaper which can works properly.
If some groups of segments is still undone properly, just place it in other folder (if it's not cutted to much. If yes, give original instead), and I'll try to fix it, if auto trim or any other option fails.
Good work Drolpiraat. You are making more professional work than Ubi did. It's great.