![]() In other words, an optimal sample rate should at least cover the frequency space between 40-40kHz. When listening to sampled or pre-recorded audio from a device instead, these frequency ranges need to be doubled in order to preserve that same level of quality. This applies to naturally produced auditory sound waves. The human ear on average can only hear frequencies between 20-20,000Hz (or 20kHz for short). However, the soundtrack was shortly released on CD in Japan just a few months later at the music industry standard of 44.1kHz with these errors still present despite the jump in audio fidelity.Ī Brief Detour for Folks Unfamiliar With Audio Engineeringģ2kHz and 44.1kHz are both examples of audio sample rates. When Metroid Prime was first released, fans speculated that these were artifacts (not the Chozo kind) generated by the soundtrack’s down-sampling to 32kHz to fit onto the 1.5Gb GameCube disc. However, there’s a common issue with it that has been bugging ear trained musicians for over two decades now the presence of several errors in the master recordings in the form of unwanted pops, buzzes and clicks that are clearly not intentionally placed into the soundscape. The music of Metroid Prime is regarded by many fans as some of the series’ best to date. The first question I’m assuming most of you are asking is: “Metroid Prime’s soundtrack is already perfect, what needs to be remastered?” Today, I wanted to take you all behind the scenes in a more personal/informal blog post-style article to talk about what motivated me to take on this project, and the kinds of enhancements you can expect (with audio examples for direct comparison). ![]() ![]() Hello Omega Metroid readers, I’m Doominal Crossing! Recently through Omega Metroid, I released a complete remaster of the Metroid Prime soundtrack, which you can find here!
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