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Ah Metadata...


le717

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Metadata is wonderful. It helps us know what are songs are, what bitrate our videos are, and the titles of both video and audio, as well as other things which I cannot name right now.

But metadata can also be used against someone and something company.

I was converting the Racers 2 music to put on my mp3 player the other day (since they are just .wav files after all). And what I found in the metadata of every last one of them was very suprising.

I, and many other people, would assume that the music in LR2 are the original music files. And by original, I mean straight from the editing program into the game. But I've found out that they are not. How? From the metadata. (That was unnecessary. I've already said that, plus you should have picked that up by now. ;))

If you load any piece of music from LR2 into an audio editor (I use Audacity for every audio job I do) and export it to another file type, you will find three fields that are not normally in metadata: Year, Copyright, and Software. The menu.1 file was created on 5/30/01 @ 14:50:09 and the copyright is, of course, Attention to Detail Ltd. But the Software field is what caught me. The software used to create the music tracks is called WaveConvertPro.

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A quick search of this progam led me here: http://www.sonicspot...convertpro.html The real site is still up, but there is no program page or download for it because of the type of program it is.

The site says that WaveConvertPro "is a sophisticated batch audio-file conversion and enhancement utility. The software can be used to convert between file formats and apply Waves Native plug-ins to achieve more accurate, delicate and natural sound. Apply EQ, reverb, compression, gating, bass enhancement and much more to get the best sounding results. WaveConvert Pro also allows you to dramatically improve the quality of audio files while making conversions." It goes on to say that the program supports AIFF, ASF, MP3, RA and WAV files.

Pretty nice program, don't you think? Audacity can do all that plus more, and for free. But if you keep reading, you will see that the program costs $300, $100 as an upgrade from WaveConvert. And the only requirements for it is that you run Windows 95, 98, or NT4.

Well, is that it? No. The program has a demo, but it "disables the "Convert" function and displays a nag dialog on start-up.".

What does all this mean? It means that the music from LR2 was converted to the final format using this $300 program that runs on Win95/98/NT4. Granted, ATD could have used this program for it's other games, but if they bought this program just for LR2 (and maybe DR. I keep hearing the music from it is the same format as LR2, but I can't get my hands on the raw files, mainly because I don't own the game, and I can't find download links anywhere), that was a waste of their money.

And that is how metadata can reveal a lot of info on one company.

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This is quite interesting...hell, I've never even heard of a "RA" file before...who knows, maybe they felt the hefty price tag would ensure quality?

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More proof that the software industry tends to be biased against open source software.

Also, you can change metadata easily. I do it to add info about some of the songs I write, and to add witty comments to the OGG files I use for custom music in Trackmania.

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The guy who did the music for LR2, Steve Maloney, is on YouTube. His username is QuagSwag. I talked with him a while back regarding LEGO Island 2, which he did the sound effects for (Silicon Dreams worked together with ATD on LR2 and Drome Racers), he's very nice. Maybe you could get in contact with him?

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Apologies for replying to a very old thread gents, came across this while checking out some old reviews.

As jamesster mentions above I did a track for LR2 as well as SFX for Lego Island II.

 

WaveConvertPro was a tool in use when I arrived at Silicon Dreams Studio, as I recall there were two specific qualities that it was considered good for. The first, was the ability to link properly with 'Waves' sound processing capabilities, they were considered excellent professional plugins at the time. The second was the power and adaptability of the batch processing tools. A lot of the work at Silicon Dreams Studios was concerned with their football titles - UEFA Champions League and Dreamcast Soccer. Due to the 'commentary' soundbites, as well as standard sound FX, these games had several hundreds of individual clips, some of them needing clever concatenation and naming conventions so you didn't get lost all the time. WaveConvertPro was great for this.

 

As for usage in the title above. We were given a damned small amount of memory for the soundbanks, 4MB as I recall. WaveConvertPro would definitely have been used to reduce the sample sizes. The tunes were actually created using the now defunct MS DirectMusic system, which I adored. Usually used for music that adapts, it was used in this case to deliver straight tunes to final product.

 

Steve M

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