192989
I'm using the Game Boy Advance to make entries for the Remix battles. As the GBA only supports 8-bit samples, this implies to convert the files of the bitpack because they usually are 16-bit samples.
So here is what I do:
- I convert all the samples to 8-bit with Audacity (but it doesn't keep the loop points)
- I open two .s3m files in OpenMPT, one with the original 16-bit samples, another one with the 8-bit copies
- I set each loop points for the 8-bit samples by copying the values for loop points in the .s3m file with 16-bit samples
- (then I use the .s3m file with the 8-bit samples to compose music)
Is there a way to convert the samples without all the manual work?
So here is what I do:
- I convert all the samples to 8-bit with Audacity (but it doesn't keep the loop points)
- I open two .s3m files in OpenMPT, one with the original 16-bit samples, another one with the 8-bit copies
- I set each loop points for the 8-bit samples by copying the values for loop points in the .s3m file with 16-bit samples
- (then I use the .s3m file with the 8-bit samples to compose music)
Is there a way to convert the samples without all the manual work?