.WV6 audio by sandmanfan98 at 5:26 AM EDT on May 4, 2018
I'm trying to convert .WV6 audio files. It's IMA ADPCM COMPRESSED 16 BIT AUDIO when I put it in a hex editor. I made threads about this on zenHAX and XeNTaX but haven't gotten replies. No idea if it's completely foreign or a really simple format and I'm just plain stupid. Would really appreciate if someone would please help me with this.
Samples here are from Fairly OddParents Breakin' Da Rules. https://mega.nz/#!dxBBmT4R!1QjyJwSI74MCOWJphR-88_WTFAsPqM9ciTSs0QRcJAQ
Alright I did that, but it isn't as clear as it plays in the game. The created genhs sound static-like and a little distorted. It plays at the right frequency, just sounds low-quality.
Sorry for the bump, but I now have cleaner sound by selecting Interleaved DVI 4-Bit IMA ADPCM. However there's an annoying pop at the start and end of each audio clip. Is there a way to fix this besides trimming each one?
If you open your wav with Audacious you'll see the waveform is distorted, hence it will pop. AFAIK it's not pure DVI/IMA.
Didn't see hist/index in the header but I don't think it would fix a waveform that bad.
I get a good waveform using a alternate nibble expand model, but there is still some deviation, and I don't know enough about ADPCM to guess why. Basically: ((nibble * 2) * step) / 8 rather than ((nibble * 2 + 1) * step) / 8 (IIRC also improved a few other games, could be a common model).
I finally added this to vgmstream, after analyzing the .exe with IDA, should sound correctly. It was using: sample = hist + sign*((u_nibble*step) / 8) + ((u_nibble*step) / 4)
I wonder why everybody loves to do their own IMAs?