Is ROM-Ripped Music OST-Ripped Music?
Posted: 2005-03-25 12:17am
I had a thought a few minutes ago as I was listening to Crime and Punishment from an Y's V SPC collection, and also got a spark from my other recent thread.
For those who don't know, in emulation, it's oftentimes possible to rip audio files from a ROM in various formats, which can then be played with stand-alone programs or through plug-ins made for host programs. They come in a variety of formats and ripping methods, depending on the system in question: NES music is ripped to a single block .nsf file, which contains each sound effect and song used in the game and is cycled through like a playlist, SNES music has each track ripped in the form of an SPC, Playstation music ripped in .psf and .minipsf, which contain the song notation and gets sound data (I think) from a single massive library file, and so on.
The major discernable difference between the two formats would be the quality and design of the tracks they contain. In the case of an OST, the audio is much more "dynamic," as opposed to a rip being "static": the OST audio (probably) uses live instruments when applicable, and is thus much more authentic, whereas game rips rely upon an audio library from which samples are drawn, thus giving it an "artificial" taste of sorts. Depending upon the game in question, this taste can vary - in earlier or lower-quality games, it is much more present, whereas those which are more recent and/or had their audio conducted in a much more careful and articulate matter sound more natural. In a sense, it's as though you're simply listening to a .mid or .s3m file of exceptional quality, made by a fan of the game: it matches all the notes and the instruments, but it's not quite as good as the track on the OST or in the game (which is limited in itself, as stated earlier).
The question thus stands: in cases in which a OST for a game has been released to the market, is ripping these audio files from the games themselves and distributing them on the internet or through other means the same as copying them from the OST's discs and distributing them in a similar manner?
For those who don't know, in emulation, it's oftentimes possible to rip audio files from a ROM in various formats, which can then be played with stand-alone programs or through plug-ins made for host programs. They come in a variety of formats and ripping methods, depending on the system in question: NES music is ripped to a single block .nsf file, which contains each sound effect and song used in the game and is cycled through like a playlist, SNES music has each track ripped in the form of an SPC, Playstation music ripped in .psf and .minipsf, which contain the song notation and gets sound data (I think) from a single massive library file, and so on.
The major discernable difference between the two formats would be the quality and design of the tracks they contain. In the case of an OST, the audio is much more "dynamic," as opposed to a rip being "static": the OST audio (probably) uses live instruments when applicable, and is thus much more authentic, whereas game rips rely upon an audio library from which samples are drawn, thus giving it an "artificial" taste of sorts. Depending upon the game in question, this taste can vary - in earlier or lower-quality games, it is much more present, whereas those which are more recent and/or had their audio conducted in a much more careful and articulate matter sound more natural. In a sense, it's as though you're simply listening to a .mid or .s3m file of exceptional quality, made by a fan of the game: it matches all the notes and the instruments, but it's not quite as good as the track on the OST or in the game (which is limited in itself, as stated earlier).
The question thus stands: in cases in which a OST for a game has been released to the market, is ripping these audio files from the games themselves and distributing them on the internet or through other means the same as copying them from the OST's discs and distributing them in a similar manner?