Sound emulation accuracy in Sonic Adventure
While testing Sonic Adventure in redream I found several sound differences in comparison to Demul and real hardware. Here's a list of some things I caught in the last few minutes:
1) Sonic's spindash sound is supposed to fade out when you have the Light Speed Dash upgrade. It does fade out in redream, but the fadeout takes a lot longer than it should and you can still hear it in the background for several seconds after releasing the spindash. It may sometimes continue playing in the background even when the game is paused.
2) Many background sounds (machinery in Final Egg 1, cars in Station Square) continue playing for 10+ seconds after you exit to the main menu, until they slowly fade out.
3) The snow/sandboard sound is completely different. It sounds similar to the aoDSF plugin, which also has problems playing this sound
sandboard.wav
For comparison, this is what it sounds like when converted using the HighlyTheoretical plugin (a lot closer to DC)
SANDHILL_01_01.wav
4) (Beware - this one is a bit loud). There are multiple sounds in this recording but towards the end after the wreckage sounds you can hear Sonic get a shield. This sample has a weird echo that isn't present on Demul/real DC.
shield.wav
For comparison, here's this sound ripped using the HighlyTheoretical plugin:
COMMON_00_06.wav
5) The wind howling sound in Red Mountain 1 is missing some effect, but I'm not exactly sure what it is. Here's how it sounds on redream:
howl-redream.wav
And here's how it sounds when converted with HighlyTheoretical (again, closer to Demul/DC)
howl-plugin.wav
6) Knuckles' Maximum Heat Attack charge sound is broken. The charging sound is missing and there's some audible clipping when releasing the attack without using it.
knuckles.wav
7) The bush rustling sound in the Mystic Ruins (step down just outside the wooden stairs that take you to the train tracks) is a bit weird. I think it's because there are multiple sounds playing at once as there are several rustling bush objects in the area.
bush.wav
In general, I think in situations when many identical sounds play at the same time something's off. For example in (4) you can hear the sound made by the fire-breathing snake enemy. It sounds a lot "softer" in Demul.
8) There's an audible click with the menu sound, which can't be heard on hardware and in Demul:
click.wav
9) The fire pillars in the following area are silent.
- Some sounds don't have the reverb effect, which I guess will resolve itself after DSP emulation is implemented. Example sound: 07-00-13 in the sound test. This beep should have an echo/fadeout effect.