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twilight princess by alexbip15 at 12:59 AM EST on January 9, 2015
My bad! wanted to search the forum (not create a post :/ ).

Well since it's here and I can't delete it. Does anybody have a link to all the .bms from that game.?

edited 6:07 AM EST January 9, 2015
Mario Kart 8 Frontrunning Channels? by Kurausukun at 6:02 PM EST on January 10, 2015
So I was just curious about this, and I wondered if anyone else knew how it worked; in MK8, if you're well in first place, a little drum track is added to the song. In the original streams, it's its own little mono stream that the game turns on and off my question is this: if I simply downmix the streams in an audio program, the drum track is way too loud and overpowers the music, but ingame it sounds fine and more subdued. Is this just my ears playing tricks on me, or does the game itself alter the volume of the streams somehow?
Console Music History by Knurek at 3:40 AM EST on January 11, 2015
(thread starter shamelessly repurposed from pmh thread)

Well, Console Music History just went public beta.

So far there are two sets available for download, with new ones added every ~16 hours. For the next few weeks there should be only NES rips there, but once we reach end of 1983 (in about 8 games), Sega Game 1000 ones will start showing up too.

All sets will be fully timed, and when possible tagged as well - feel free to provide tagging data for those that aren't though.

Please make sure to share your thoughts or questions here - the site is still missing some functionality (like better integration with SNESMusic.org, RSS feed for updates/new sets, search function), but should be fully usable nevertheless.

(Have fun guys and a happy 2015)
problem with CriAtomCraft tool: rustling by mauridi at 10:01 AM EST on January 11, 2015
I have a problem. I have used CriAtomCraft tool to rebuild file .awb and .acb which contain .hca files.
I have successfully created .awb and .acb files but it hears only a rustling-distortion if I listen imported files in game.
Anyone know how I can solve? Maybe should I change some parameters when I rebuild .acb and . awb files?
Thanks for the help.

edited 3:10 PM EST January 11, 2015

edited 8:00 AM EST January 12, 2015

edited 8:01 AM EST January 12, 2015
Need some help with these CRIWARE Sofdec files by U10 at 10:44 AM EST on January 12, 2015
I know you guys mainly deal with audio formats and whatnot, but could any of you help extract some video streams from these odd CRIWARE Sofdec files:

https://www.dropbox.com/s/a4f01pv484qt02m/psoep1%262_sofdec.rar?dl=0

Taken from the Gamecube version of "Phantasy Star Online: Episode I & II", these specific, new (in comparison to the Sofdec files in the original Dreamcast version of PSO) videos, psogc_j.sfd and psogc_j2.sfd, don't seem to use a discernible MPEG stream for it's video part -- since they were unable to be demuxed or even played through an MPEG/Sofdec player of some sort. Believe me; I tried all there was, but to no avail.

Oddly enough, however, one of the new videos, the "animated" Normal Ending background (ending_normal.sfd), actually is a readable MPEG stream.

Basically, I would kindly please like for any of you guys to help examine these files for me, because I need their video streams for something I'm working on.
PCM in .aw Files by dkbk64 at 5:26 PM EST on January 12, 2015
While using the tools wwdumpsnd and wsyster on Pikmin, Super Mario Sunshine, and Mario Kart Double Dash, I noticed that some samples came out as noise.

When I imported the .aw files into Audacity, I found that they were uncompressed PCM (8-bit for Pikmin, and 16-bit for SMS and MKDD).

I have no idea why this is the case...
Sonic Lost World Sound Files by Kurausukun at 12:22 PM EST on January 14, 2015
In Lost World Wii U, all of the streams are in a file called "bgm_streamfiles.awb," which is ~200MB. Is this a known archive type/can I extract it? The rest of the files are .acb (or also .awb). Same question for those.
Help needed identifying/decoding Nintendo format similar to vox adpcm by sudofox at 8:01 PM EST on January 14, 2015
Hello,

I run a website called Sudomemo. You can post Flipnote animations from Flipnote Studio on there. Unfortunately, I can't decode the sound very well. The closest I can get is to convert it as VOX ADPCM. It's audible but horrifying.

www.sudomemo.net/watch/12199B_0E10629E9552B_028?audioon

Here is the raw bgm file for that: http://www.sudomemo.net/audio/12199B_0E10629E9552B_028.bgm.bin

The Flipnote format is designed for minimum filesize.

I would appreciate any help you can provide either identifying this format or finding a way to decode it. On the Nintendo DSi, it sounds amazing. As VOX ADPCM, it sounds horribly distorted and off-pitch.

Thanks! :)
*boing* VGMStream bugs thread of weirdness by Anonymous at 8:33 PM EST on January 19, 2015
This file doesn't play while this one does!

edited 4:15 AM EST January 20, 2015
Metal Gear Solid 4's MTA2 Files by GHzGangster at 9:48 AM EST on January 20, 2015
Hello, I'd like to figure out the format for these sounds files, mainly so we can modify/import our own music into MGS4/MGO2.

HCS figured out MGS3's MTAF format. It seems like he tried doing some MTA2 stuff as well, though nothing ever showed up on Xentax.

I'd appreciate any help or tips on this stuff. I haven't really done anything with sound formats, so I'd be starting from scratch, but I'm eager to learn.

The only thing I think I know about this stuff is that these are in some sort of PCM format. I'll upload a sample later today.

Edit: Here we go, https://drive.google.com/folderview?id=0B6hFM_VpwGixTTlhYW5LQURybkE&usp=drive_web .

edited 8:22 PM EST January 20, 2015

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