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xbox360 format - aux files by blm07 at 6:25 PM EST on December 30, 2011
So I've extracted some files from a game (Disneyland Adventures Kinect) and they are aux files. I'm guessing they are like archives, containing multiple audio files, but anyway, I can't figure out any way to decode, extract the files within, or even see what's inside. Any ideas?
[XBOX360] Help on converting MP3 to XMA please by vampirexx at 4:53 AM EST on December 31, 2011
Hi all people!
I ask your support because I'd like to help Hokuto Musou with original anime soundtrack. I tried to convert some MP3 into wav cpm 16bit 44100khz then usin xuitt with xma2encode. The program successfully converted the xma but I can hear no music in game. I tried also the old xmaencode and to wav and other tools but no luck. i tried also an xma.head downloaded (I change the first header into the files but still not work as I'm not developer :-( )

Please can someone convert them for me or at least explain me step by step how can I make this sound work?

Thanx

Here you find 2 samples of original game xma (so you can check header) and all the files mp3 that I'd like to be converted into xma

http://www.mediafire.com/?5jjtg8a7n3f6geq
Call of Duty: Black Ops - Wii sound format by Alpha23 at 6:30 AM EST on December 31, 2011
Hi everybody!
I've just extracted the main sound archive from Black Ops for the Wii. Which extension do the files need to have in order for vgmstream to support them?
Here are some examples: http://www.sendspace.com/file/c5hh6l
Thanks for your help!
Where can I find FF13 and FF13-2 VGM? by UltimaCuraga at 8:14 AM EST on January 1, 2012
Happy New Year everyone! Hope youse have a good one.

Just wondering, which torrent or site do I download the FF13 and 13-2 music from?

I saw this somewhere on the thread mentioned by bxaimc:

Final Fantasy XIII-2 (2011)(Square Enix)[XBOX360][Xiph Vorbis][SCD]

AND

Final Fantasy XIII (2009)(Square Enix)[PS3][MPEG Audio Layer][SCD]

Can someone help me with this?

Very muchly appreciated.

Jack.
Inspiration? by Dutchie at 7:44 PM EST on January 1, 2012
Lately I've tried many times to fully rebuild the mario kart 64 title song, and I failed hard

instead of rebuilding it i decided to give it a little twist [arrange it a bit], and I'am currently out of inspiration. I still think that my idea is pretty neat so i came here to ask for a little help.

Link

download this rar file and listen to the mp3 thats inside [you might want to skip to 42 sec.], if you have an idea of how to alter the bridge between the origional and the new part, please open the included midi file and go your gang
[do someting]

also, i suck making chords, so cloud somebody be nice and look at the midi file and finish the chords?

also i have a feeling that the bass is out of tune in te new part, pl0x look at that aswell.

REWARD: cookies?
.ivaud IMA ADPCM by braun at 10:14 PM EST on January 1, 2012
http://www.koders.com/c/fidE7737284DCC1AB0F86D7589E2474DB4D6705DA47.aspx

Is there a way that one could extract the raw IMA ADPCM streams from .ivaud (Grand Theft Auto IV) files, maybe using such info above? I ask because a friend of mine...

well, it'd be rather nice to have ADPCM rather than the much larger PCM transcodes thru vgmstream
Oops. Delete this by Avatarus at 5:48 AM EST on January 2, 2012


edited 5:51 AM EST January 2, 2012
TPL Files in Ps2 Game by gabriel marques at 1:16 PM EST on January 5, 2012
Hello Guys!
I have a project to translate the game Saint Seiya for PS2.
99% is already complete,missing only edit a message and then save the game into my language.

I guess what I need are in archives .TPL , since they were the only file format in the game where you can not open for edit or view...

Someone has already worked with this type of file?
Know a program to visualize the file or edit tpl files?
Please help us because now missing 1% to complete the project.

Thanks in advance,
Gabriel.
GBS playlists, foo_gep, and frustration. by Electric Keet at 10:53 PM EST on January 7, 2012
As noted in the topic, I'm creating M3U playlists for GBS files – well, one in particular, perhaps more to come – and trying to test them in foo_gep, and getting somewhat frustrated. Why?

1) For some reason, when I load a GBS file in fb2k for the first time, it seems to refuse to forget whatever the associated playlist happened to be in that instance. If I edit the M3U and try to load it in fb2k again, none of the changes will appear. If I move both GBS and M3U to another directory, however, they load fine... one time. And then that sticks. Any idea how I can keep that from happening so I can efficiently edit these M3U files?

2) For some other reason, foo_gep doesn't seem to recognise all the fields of the playlist entries properly. For example, here's my current bit of work:
Tetris Attack GBS+M3U, work in progress
Notice the line in the M3U which reads:
Tetris Attack [Yoshi no Panepon] (1996)(-)(Nintendo).gbs::GBS,29,Staff Roll,0:03:25.784,0:00:25.714,0:00:06.428,0
That's right, it takes nearly three and a half minutes for this track to get to where it loops, but that loop is only twenty-five seconds long. Now load the GBS file in fb2k, and watch as it the time is interpreted as... thirty-two seconds, being the loop length plus the fade length. Am I missing some bit of necessary magic here?

3) Also, why is foo_gep ignoring the loop count? Am I specifying it wrong?

If anyone has insights for how to overcome any of these, I'd be most appreciative. (If the answer to 2 and 3 are simply "stuff the intro in with the loop timing and be happy", I'll be annoyed, but at least I'll be able to make it work....)
Elite beat agents by henke37 at 6:36 PM EST on January 8, 2012
Great game, great music. It uses a lot of streams for the tracks.

And with a lot I mean 298. That is maybe 7-10 streams per song.

I strongly suspect that the game does a crude form of compression by reusing some parts of the track (like the chorus) and putting said reused parts as separate streams.

Now the problem is, how does the game know which streams to play and in which order? I am stumped.

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