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Hello! I'm a rookie modder trying to replace music in Spider-Man 2 GameCube (STREAMS_MISC_EN.WBK) with a custom track (I plan on adding the full Elfman music to the game). I'm not an audio format expert, I've been learning as I go and hit a wall I can't get past alone. What I know about the format: vgmstream reads the file correctly. The target stream (FLYTHROUGH, subsong 348) is stereo, 48000Hz, Nintendo DSP 4-bit ADPCM, interleave 0x8000. The file uses a proprietary Treyarch container called WAVEBK11 with an entry table at 0x100. What I've tried: I can inject audio at the correct offset (0x357B960) with the correct interleave (0x8000). The injection itself works! I can confirm bytes are written correctly. Encoders tested: official Nintendo dspadpcm.exe (mono + manual interleave), VGAudio, and a custom encoder based on Jackoalan's grok.c. All produce the same result: persistent popping and crackling on transients, worse on drums and sibilants. The key test that stumped me: decoding the original track with vgmstream, re-encoding it with VGAudio, and injecting it back also produces the same artifacts. So it's not my audio source. What I don't understand: The DSP header region before the audio data (0x357B880) is filled with 0xFF... not valid DSP headers. I don't know where the engine reads the coefficients from, or if that's even the problem. I genuinely don't know what's causing the artifacts. Has anyone worked with WAVEBK11 before, or has any idea what I'm missing? Happy to share files or dumps. Thanks in advance.
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