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SMG2 Aw Files by dj4uk6cjm at 4:27 PM EDT on June 5, 2013
Has anyone figured out how to extract the wav samples from the aw files in the audiores folder that resides in the super mario galaxy 2 iso? I've tried 2 methods audio ripper described


"First, extract .aw files (in /AudioRes/Waves) and SMR.szs from image.
Second, use yaz0dec.exe (in szstools) to extract "SMR.szs 0.rarc" file from SMR.szs, and rename it: "Z2Sound.baa"
Third, put "Z2Sound.baa", "baad.exe" and "wsyster.exe" into the directory of .aw files
Fourth, type these in Command Prompt:
baad Z2Sound.baa
for %1 in (*.wsys) do wsyster %1"

and

"yaz0dec SMR.szs
ren "SMR.szs 0.rarc" SMR.baa
baad SMR.baa
for %%1 in (*.wsys) do wsyster %%1
del SMR.baa*"


Took me a while to figure out he was talking about a batch file...didn't work for me.

All I really want is the wav sample instruments, not the sfx.
Lemme see if I'm doing this right V:

Am I suppose to have the batch file in the same directory for it to work?

edited 4:38 PM EDT June 5, 2013

edited 4:39 PM EDT June 5, 2013
by Benjamin at 5:52 PM EDT on June 5, 2013
I'm pretty sure.

Speaking of .aw, does anyone know how to find the loop points?
by dj4uk6cjm at 8:50 PM EDT on June 5, 2013
Okay the second method works, I got it to work. Exactly 2799 samples 153MB worth. That's minus the other files that were in there that were or were not samples lol and idk benjamin im not a looping expert :P but i am thinking of using these to create a soundfont for my own personal use.


This probably works for TP too if i rename the Z2Sound.baa to SMR.szs, im gonna try it. :)


Edit: Nah doesnt seem to work after renaming so i guess there currently is no way of extracting samples from TP yet.

edited 8:59 PM EDT June 5, 2013
by starerik at 9:06 PM EDT on June 5, 2013
Software like Awave Studio can scan an audio file and suggest a loop point for you. It might not be the exact one Nintendo made, but might be pretty close.
by dj4uk6cjm at 9:46 PM EDT on June 5, 2013
Great, I have Awave Studio and have always known it to scan samples but didn't know it could automatically loop them.
by starerik at 9:48 PM EDT on June 5, 2013
If you figure it out, I wouldn't mind having that soundfont! :D
by Benjamin at 7:56 AM EDT on June 6, 2013
Yes, an SMG2 soundfont would be nice!

Be careful though, some of SMG's soundfont doesn't reappear in SMG2 (like the harp), so be careful if you wanna make soundfonts for both.
by dj4uk6cjm at 9:29 AM EDT on June 6, 2013
Yeah im looking though and listening to the samples to see which ones are instruments and which ones are just voice sounds, not going to use the sounds just the instruments. This should be easy but will take a fairly long time and I have noticed that while some need to be looped a majority of them do not actually need looping like the long strings and brass which is good because I always test my samples out looped and non-looped to see how they sound before making the final version.


God I love how much percussion is in this :) lol and I might not need to add reverb to these samples because some of them already have it in them but I will if i have to.

edited 9:37 AM EDT June 6, 2013
by starerik at 11:03 AM EDT on June 6, 2013
Even if they're long they still need looping, because playing them on higher pitch will shorten the notes and then it might cut off before you want it to.
by dj4uk6cjm at 11:19 AM EDT on June 6, 2013
Yeah that's true and unfortunately I don't have the original copy of the SMG ISO anymore so I can't make a soundfont of that yet until I find it again :P but anyways heres all the instrument sample files untouched or anything here for super mario galaxy 2.

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