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Spotify ReVanced for n00bs
UPDATE 11 June: DISCLAIMER: as of today, this guide could most probably have become useless, thanks to the relentless war from Spotify team. May their souls rest peacefully knowing they've done a good job. If you can, please move on to YT music revanced or anything else, do not fall into the trap of paying a service to company that has contributed to ruining the industry of music: https://youtu.be/NXBWkLjFHRQ I am leaving this guide here for those who are still insisting on repatching every day, but as many many users have said in their comments, apparently they have found a way to finally stop revanced methods to work properly, by desyncing the app versions non stop and flagging accounts etc. I will be waiting for more updates and news from revanced team, and I highly advise you to keep up with their official posts. In the meantime, YTmusic + tunemymusic to migrate the playlists has done the trick for me (to transfer more than 500 songs, I used the paid service of tunemymusic just to bulk migrate all my playlists at once, then I canceled my subscription as I won't need it anymore. I think it's an acceptable deal for just once). It's been a fun ride, I will try to update this whenever something new comes up. Thank you all for following and commenting... ⚠️ THIS BELOW IS THE ORIGINAL TEXT OF THE POST, WHICH IS MORE THAN 2 MONTHS OLD AND COULD MOST PROBABLY NOT WORK NOWADAYS. PLEASE do not be stubborn if the method does not work anymore, it's here just as a reference. 26/03/2025 As I had a hard time doing everything myself (and I hate condescending explanations of any sorts) I hope I can simplify somebody else's life. Important, if you don't get the Spotify app from playstore and you download that from apkpure etc you might be flagged and get empty playlists, that was the origin of my problem. Things you will need: - Spotify original app downloaded from Playstore. - Antisplit-M - ReVanced Manager - Patience through installations and patching, especially if your phone is not very fast STEP-BY-STEP GUIDE (assuming you don't have anything installed yet) ⬇️⬇️⬇️ Download latest version of Spotify from Playstore normally. Download Antisplit-M from the releases section https://github.com/AbdurazaaqMohammed/AntiSplit-M/releases/download/2.2.6/AntiSplit-M.v2.2.6.apk Download ReVanced manager and install it https://revanced.app/download Open Antisplit-M, select "from installed apps" look for Spotify in the list. Save the resulting app in a folder that you'll find easily. For example the download folder. WAIT, it might take a while! The produced file will have the word antisplit at the end of the name. Uninstall Spotify from playstore. Open revanced manager. Go to patcher, select an app, and tap the button "Storage" bottom right to be sure you're selecting the right file you just produced with antisplit (should be something like com.spotify etc in the name). Tap on Patch. Wait (can take some time don't rush) and when it's finished click on install. It will prompt you to disable automatic updates, we will do it later. Now that is installed go to the playstore. Look for Spotify and it should appear as installed. Tap on the name of the app (NOT on open button) it will open the screen where you can review the app etc... Tap on the three dots up right and uncheck the box for "automatic updates". Now you're ready to enjoy your playlists 😎🎉 Please upvote post if you found it useful, and show empathy towards people who are not tech savvy. You could make their day 🐈 FAQ: 1) Can I uninstall Revanced Manager and Antisplit-M when I am done with everything? Yes, absolutely. But you will probably need them again in the future, when they do update stuff on Spotify side and you suddenly get the empty playlist issues, that's the moment to refollow the guide and repatch again. 2) Can I download music and get high quality with this? Absolutely NOT. As it has always been with all other non paid versions of Spotify... This method does not make your account premium, it just makes some features available to non paying (read the point below too). 3) "THIS DOESN'T WORK I STILL GET ADS!" hmm.. What ads? It depends: If you get ads between songs, or if you see you cannot choose a specific song, or you can't skip songs as many times as you like... Then the patching didn't work properly. Repeat everything again. If you get ads in some podcasts (not all of them) it's completely normal, because that's what paying users get too (Yes, they are part of the podcast itself and they can be skipped on, but not avoided. Spotify agreements with some podcast producers). If you get some banner in the app announcing offers for premium etc... That's also normal. By patching the app you DO NOT "transform" your account into a premium one, you just get to listen to songs without ads, skip as many times as you like and play the songs you like. Some other features are server sided, and you can't just "hack your own account". 4) The app is glitching an skipping songs without playing anything, why?! I have read that it has to do with the region settings of your profile, but I sincerely don't know. There are some others threads in this reddit where you can try to see what's the issue. 5) "You can only use Spotify abroad for 14 days". While further investigating, I could luckily solve the issue by uninstalling my previous version of Spotify, and repeating the whole process of the guide from SCRATCH (redownloading from playstore, repatching etc...all over r again). To login, try to do the following (as one user suggested in the comments): on your Web browser go to open.spotify.com, login as you normally would. Go to "Profile" and check the url, it should be something like open.spotify.com/user/my-username Or open.spotify.com/user/egucr5h7rfj44hki Copy whatever it is coming after user/ (that is your username, even if it's random letters) and use it for the login in the patched app. Spam the login button until it works 🤞 Some people in other places mention using a vpn only for the login part then turning it off... Look for other threads about this because I haven't tried it myself. 6) Thank you for all your appreciation, you're all very kind, just FYI I'm a woman. I felt like I needed to make a point about this, after all the "bro, man, dude, king" I have read 😝 let's stop the bias, there are many female nerds out there... BONUS SECTION - Soundcloud revanced. If nothing worked for you, or if this gets broken again my official alternative is Soundcloud (patched exactly with the same method - follow the guide through, just with the Soundcloud app) I've tried it and it is pretty good: famous and non-famous artists, music podcasts, sessions, amazingly good music discovery section and you can also download/listen offline. To migrate playlists I used soundiiz and it works fine. Only problem, some songs with the "GO+" label are annoyingly behind a paywall and it's not patcheable, nothing can be done about them😕 submitted by /u/Novel_Judge_3955 to r/revancedapp [link] [comments]
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reddit.com |
Novel_Judge_3955 |
Mar 26, 2025 |
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Analysis: Assassin's Creed highlights a very concerning trend regarding how game audio is being poorly handled.
Updated @ 11:28 AM CST 2022/01/29: Sadly Ubisoft have admitted that the low bitrate audio cannot be improved because it is not feasible. It apparently requires an overhaul of their audio system from the ground up, likely induced by engine limitations. It also implies that any future AC game using the same engine will suffer the same consequences. Updated @ 11:55 AM CST 2021/08/06: The official thread has been split into multiple topics, for the benefit of isolating all the individual audio problems people are experiencing. Here is a link to the updated thread covering low quality audio Updated @ 10:00 AM CST 2020/12/01: Thanks to the attention of my support thread on the Ubisoft Forum, Ubisoft have finally acknowledged that there are audio problems. They are urging users to reply with further information Updated @ 11:55 AM CST 2020/11/20: I had no idea this thread would resonate with so many of you, please excuse the pun. You have my sincere thanks for the reactions, comments, recommendations, corrections and affirmations. TL;DR summary The audio quality throughout the AC series has been progressively getting worse. This post analyses Origins, Odyssey and Valhalla, exposing the fact that heavily compressed low bitrate 24,000 Hz audio is utilized across all three titles. Origins and Odyssey was less noticeable because it mixed higher quality 44,100 Hz ambient environment sounds with low resolution 24,000 Hz combat, character and UI sounds. Valhalla was recently discovered to be the worst offender since it uses 24,000 Hz audio across the board. The aim here is to provide a technical explanation, cross-comparison and to raise awareness of this bad trend. Audio is a fundamental immersive component of any AAA video game, and should be presented with the same level of quality that you would expect within the film and TV industry. Introduction This started out as a technical analysis of the in-game audio present in Assassin's Creed Valhalla, but it has since evolved into a topic of a wider scope; if you haven't played the past three AC games, Pandemic notwithstanding, let me be the first to tell you that we are in a predicament. The idea of this thread is to not only educate, but try and prevent a problem before it becomes more of a problem. Since this is a technical subject, there will be references to sample rate, bit rate and codecs, but I feel like it is more common knowledge these days, especially due to the rise of content creators, or anyone who regularly deals with MP3 and video files. Admittedly, there is much to talk about regarding Assassin's Creed, especially if you're of the opinion that the series died after the 2nd/Brotherhood or 3rd game. Set that conversation aside for a moment, grab a squeezy ball, punch a pillow, and let's talk about how Ubisoft are starting to set a horrible trend for in-game audio. So I caved in like many others, gleeing at the prospect of virtually visiting my homeland as an axe-wielding maniac, and decided to pre-order Assassin's Creed Valhalla after thoroughly enjoying my time eliminating the cultists from Odyssey. On launch day during my first playthrough I noticed something that sounded eerily familiar. I game using a pair of Mackie MR624 studio monitors, or if I feel like giving my neighbours a moment's rest, with my Beyerdynamic DT-770 PRO headphones. The audio I was hearing sounded muffled, or in layman's terms, a bit like listening through a pair of tin cans that were accidentally dropped into a cup of earl grey. Analysis Enough was enough, I put my investigative cap on and started by first extracting the audio files using Wwise-unpacker, and proceeding to analyse the files using Adobe Audition. I discovered that the SFX are saved at a 24,000 Hz sample rate, with a variable bitrate that peaks at around 70 kbps. Yes, mystery unravelled, it really is that bad. Those of you who do not fully appreciate this technical blunder, might better appreciate it if I put it this way. Visually, it is the equivalent of removing 50% of the colours in a painting, and leaving smears where the details are. Here is a screenshot of my analysis. Looking at the Frequency Analysis tab, you can very clearly observe a frequency rolloff at around 11000 Hz. The low bitrate issue is also not just limited to the PC release. It is affecting all platforms. This is an unusually strict choice of compression considering that the English audio and SFX only take up 4.5 GB of hard disk space. Standard CD audio is at 44,100 Hz (DVD standard is 48,000 Hz), and those are the two sample rates that nearly every streaming service, sound device and operating system are designed to work with. Now, you may have heard people say "Oh, but your ears cannot hear above 20 kHz, so the missing detail is irrelevant". Unfortunately, there is complexity surrounding this issue that the statement fails to address. Firstly, when you take a 24,000 Hz sound, the highest audible frequency will be 12,000 Hz. This is already 8000 Hz lower than what the human ear can detect. When frequencies are missing from the original sound, it also negatively impacts the entire representation of that sound. The more you remove, the more hollow and less defined it becomes. Are you curious to hear the difference? Side by side audio comparison This morning I recorded a YouTube video to highlight the differences between 24,000 Hz and 48,000 Hz. Technical analysis of the poor quality audio used on Assassin's Creed If you'd rather hear a lossless version of the presentation, you can download the audio file here. Alternatively, you may also download the individual sound files used for the basis of this comparison: ¹sounds_sfx_3369_high_quality & ²sounds_sfx_3369_low_quality To help provide an even more visual description of the issue at hand, here's a comparitive study of sample rates performed by a reputable audio company. The Nyquist theorem It has been over ten years since I last sat in an audio theory class, so I'm likely over-simplifying the technical details of this theorem. Any feedback would be greatly appreciated, and in addition, I would highly suggest reading an external official scientific resource. The Nyquist theorem describes this better. Named after a Swedish-born American electronic engineer who worked on the speed of telegraphs in the 1920s, the Nyquist theorem states that a waveform must be sampled twice in order to get a true representation. The sampling frequency must be at least twice the highest signal frequency recorded in order to be effective. Here is a table showing the Sample rate vs. Highest Frequency. Sample rate Highest Frequency 22,050 Hz 11,025 Hz 24,000 Hz 12,000 Hz 30,000 Hz 15,000 Hz 44,100 Hz 22,050 Hz 48,000 Hz 24,000 Hz As a result, if the highest frequency a human can hear is around 20,000 Hz, then 40,000 Hz is the lowest sampling rate you can use to accurately represent any sound that a human can hear. If you are listening to a recording of "bad audio", but to you it sounds acceptable, the issues are probably one of the following: Bad equipment: headphones, speakers or an improper sound configuration. The highest frequency of the sound in question was one half of the sample rate used. Your hearing is damaged or has deteriorated naturally with age. By the time we approach 40 years old, most of us will not able to discern individual tones above 15,000 Hz. If you would like to test your ears, try this Human Hearing Benchmark. As a safety precaution, only perform this test at a medium or low volume. Even though the highest frequency our ears can detect is around 20,000 Hz, the sound frequencies that exists beyond our hearing range (overtones) greatly colour and impact the sound we hear. Therefore when we record digital audio and cut out those frequencies above 22,050 Hz with a high pass filter (we have to use a filter or else they would cause aliasing or noise in the sample), we are actually changing the original sound that we were trying to record. If you raise the sample rate, the recording will be more accurate. The trade-off is that it takes up more storage. Partly sourced from another post. ScienceDirect overview. This theorem is still used today to digitize analog signals, nearly 100 years after Nyquist was an engineer at Bell Laboratories. Oi mate! Don't take me for a mug. This is when I had a revelation, realising that this issue has been slowly getting worse and worse with every new Assassin's Creed title released. The games are getting bigger, and sacrifices are being made as a result. I first noticed it with AC:Origins, but because some sounds are higher quality than others, it masks the issue to an extent. Let me clarify further. Both Origins and Odyssey have high quality stereo ambient background sounds that are bounced to 44,100 Hz with an average variable bitrate of 241 kbps, but then you have all of the mono UI, voice, interaction, footstep and fighting sounds that are bounced to 24,000 Hz, all lacking any convincing spatialization, unceremoniously resulting in a bubbling cauldron that is extremely disconcerting to the trained ear. I say trained, but if you take a minute to search online you will discover that gamers, including some gamers with hearing impairments, picked up on this very quickly and early on. Why? We care about sound. To summarise how Origins and Odyssey attempts to mask the issue: Even though certain frequencies are missing from non-ambient sounds, the detailed ambience and music in the background compensates psychoacoustically for what is missing. Valhalla sounds worse because it sacrificed more, and it does not have any high quality ambient sounds. There are far too many links to post, so here's only a small subset of threads that I hand picked, all complaining about the same thing. First up, Origins. ¹Really poor audio quality for voices ²I can't get into origins because of the bad audio quality ³What's up with Assassins Creed Origins audio? ⁴Audio quality is so bad for AC Origins ⁵Terrible Audio Quality Origins Does it get better with Odyssey? Not exactly. ¹Terrible audio ²Audio quality for Odyssey ³Anyone experience poor audio quality with Odyssey? ⁴Audio quality is so bad ⁵Does the audio sound weird for anyone else? Aaaaannndd Valhalla. ¹Why have no critics mentioned the terrible audio? ²Has anyone notice the weird audio quality in the recent AC games? ³Assassin's Creed Valhalla audio is the worst of any game I've played Audio is terrible in AC valhalla ⁴Bad audio in the game ⁵Assassin's Creed Valhalla audio is still bad and horrid ⁶Terrible sound on PC. It's also worth noting that these games support DTS Digital Surround. This can be confirmed by observing the DTS logo printed on the disc itself. DTS audio bit rate values can be 1.5 Mbps 48/96 kHz, 16/24 bits (or with DTS-HD the bit rate can be 4.5 or 6.144 Mbps for encoded data), but due to the heavily compressed nature of the audio files in-game, it is not fully taking advantage of what this technology has to offer. The Why? My first question was: is the sacrifice of quality an attempt to try and cram as much in to meet a specific distribution criteria? I've spoken to a few people within the gaming industry personally about this, and the general consensus seems to be: Yes. Please pitch in here if you've had any first hand experience dealing with this. Realistically, it should only affect products within the physical realm, such as trying to compress the game in order to fit it onto a 50 GB (dual-layer) Blu-ray disc. Digital media does not suffer from this limitation, can be downloaded at our convenience and is much cheaper to distribute. If they provided the sound at 44,100 Hz (CD Quality) with an average variable bitrate of 128-192 kbps, as an example, similar to the quality you would expect from streaming a song on Spotify, you would see the total size of the in-game audio increase from its heavily compressed 4.5 GB to approximately 9-12 GB. At a minimum it would be 9 GB since we are doubling the sample rate. Still not very large, but it would be a light and day difference for sound quality. If you're curious to experiment with file size estimations, here's a neat audio filesize calculator. Is there a solution? The idealistic solution would be to re-export all sound effects and voice using a sample rate of 44.1 kHz, with the OGG quality parameter set between -q 0.4 and -q 0.6. They could then deliver this as a compulsory patch or a free regional high quality sound pack DLC. Popular games such as Skyrim, Fallout 4, Middle-earth: Shadow of War, Call of Duty: Warzone, Monster Hunter: World and even Ubisoft's own Watch Dogs 2 have all received DLC addons that increase the quality of the game experience. Final thoughts Is it acceptable to allow such a fundamental aspect of a game to suffer a significant loss of frequencies in order to meet that distribution criteria? Absolutely not. This sets a neglectful precedent and one that not only severely destroys immersion, but attempts to normalize poor quality sound to the masses. Here's another question for you. If you bought a Blu-ray box set of your favourite show or movie trilogy, would you be satisified knowing that they replaced the lossless DTS-HD 5.1 audio with muddy, tinny, anti-climatic explosions worthy of being peer-traded on KaZaA and Limewire? (I was born in the 80's so please excuse the reference). Consumer expectations within the film and gaming industry aren't that different, VR is evolving and the lines are blurring with every new AAA title. We are starting to expect the same kind of treatment: Detailed facial micro expressions, lip syncing, motion capture, in-game characters based on the likeness of real world actors and actresses, quality voice acting, and dare I say it, high quality sound effects, more commonly referred to as Foley within the film industry. I do not game in one room with a sub-par home media center, and watch films in another where my favourite monolith shaped speakers sit in each corner. If they were sentient and had a mouth and a stomach, I would expect vomit on the floor every time I embark on my journey with Odin. Instead, I have to deal with my audio producer brain punching my cochlea from the inside. Final, final thoughts Oddly many of the official reviews of AC:Valhalla I have read so far completely fail to mention the audio issues, and this is concerning. The issues are so obvious that they must have either purposefully omitted the critique, have sub-par sound systems, or couldn't care less. I remember back in the day when video games magazine reviewers took pride in providing a detailed opinion of sound effects and music. Fond memories of reading Zzap!64, Amiga Power and GamesMaster back in the day. How do you guys feel about it? To me, the $60 price tag is a bit of a kick in the teeth, and I feel that Ubisoft should really have audio technicalities down to a T. Is this what we are meant to expect for a title with a AAA budget? Am I crazy for writing or caring this much? Ubisoft could learn a thing or two from the guys and gals responsible for Middle-earth: Shadow of War. They released 4K cinematics for free, along with higher quality in-game assets. We deserve to optionally download HD quality assets for Assassin's Creed, especially since there are many gamers among us that invest a great deal of time and money into our home cinema set-ups. Here is a current thread following this topic on the Ubisoft Player Support Forum: Audio Issues: Bitrate / Dynamics & Balance / Muffled Sounds / Stuttering / Volume etc. | POST HERE If you read this all the way to the end, thank you. Let's hope that the trend of heavily compressed audio dies hard. On a side note, since I've had a few people ask: I'm a music producer and songwriter on the side. Software dev by trade. Gaming, music and audio means everything to me. Recommended listening and current favourite soundtracks. Links provided where appropriate. Katana ZERO Original Soundtrack by LudoWic and Bill Kiley Castlevania Symphony of the Night by Michiru Yamane Arcanum by Ben Houge Halo 2 Volume 1: Original Soundtrack The Floor is Jelly Original Soundtrack by disasterpeace Anything from the Final Fantasy series, especially if it's by Nobuo Uematsu. The FFVIII Remake is great if you prefer orchestrated works. Mark Morgan's work, especially Fallout since it was the first PC game I ever played Michael Hoenig's Baldur's Gate II theme (wish it was longer) The criminally overlooked Street Fighter EX Plus Alpha Original Soundtrack by Shinji Hosoe, Ayako Saso and Takayuki Aihara. Sakura Mankai is my ringtone. Assassin's Creed Original Soundtrack of course. Favourites are II, III, Origins, Odyssey and Valhalla. Dark Souls, Demon's Souls and Bloodborne Divinity Original Sin 2 by Borislav Slavov as well as Larian's earlier games with Kirill Pokrovsky The incredible jazz music by Jerry Martin from The Sims 1 Westworld Original Soundtrack submitted by /u/captainstarpaw to r/Games [link] [comments]
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reddit.com |
captainstarpaw |
Nov 19, 2020 |