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Ripper and Tagger credits in NSF files by auri at 10:03 PM EST on January 20, 2015
heya,

i have been converting game-rips to flac for my own music collection. i added ripped by, titled by and timed by to the comment tag of the flac files, that worked well with usf files.

now nsf files do not seem to have tags like that. who do i give credit to, i do not know how to find out who created the nsf files. is there a way to find that out?

thank you in advance, have a nice day!
.past format by ifrit05 at 11:17 AM EST on January 22, 2015
Is there a way to have vgmstream play .past files? (i.e. Soul Calibur II HD Online)
Need some help ripping a PS1 soundtrack by TheFonzie at 6:02 PM EST on January 23, 2015
Hello everybody,

I've been trying to rip Spongebob Supersponge for PS1. I managed to get the .VB and .VH files but there seem to be no .SEP or .SEQ files, so I'm very confused. I've been using VGMToolbox and PSound for my rips. Any help would be appreciated.
Grey Goo - Soundtrack by Frank Klepacki by WowZipZipBoomBoomWow at 8:13 AM EST on January 24, 2015
For those who don't know, Grey Goo is a new RTS game with a soundtrack by Frank Klepacki. Frank Klepacki is the man behind the Command & Conquer soundtracks.

The game comes with a "Best Of" soundtrack if you buy it before the end of this weekend, but that's only got 10 out of 31 tracks.

MUSIC.MEG is the file that contains all 31 tracks.
Judging by the file names (DATA\AUDIO\MUSIC\ADVANCING_POSITION.BINKA etc.) they're all Bink Audio files.

I haven't yet been able to extract the 31 separate files. I haven't found an obvious file size / offset header chunk. I do know the lengths of the individual files (rounded to the nearest second) so I can approximate where they should start end and start looking around those locations.

Is anyone else interested / working on this soundtrack? I'll continue to poke at it, but for now I'm busy playing the game.
Highest quality DMC3 soundtrack available? by Vittas at 9:06 PM EST on January 25, 2015
The .adx version doesn't sound so hot, and I was wondering if the OST was in higher quality.

edited 2:14 AM EST January 26, 2015
Tropical Freeze - Lord Fredrik voices by TabuuAkugun at 9:07 AM EST on January 29, 2015
Hi!

I wanted to ask if it were possible to direct me to Fredrik's voices in the Tropical Freeze files. They're listed as WarusXXwhatever.

Buty sadly, a lot of his actual battle clips are missing, and I don't know where else to look for them. I have some of his important ones, but he's missing a lot.

Thanks for the help. I didn't want to dig out and bump the old TF thread.
Spongebob Movie Game & Battle for Bikini Bottom sounds by Dogon at 6:25 PM EST on January 29, 2015
I'm attempting to figure out what the heck is up with the contents of the .HIP and .HOP files that these two games use; specificly the sound files. I've managed to extract the .snd files for what I can only assume is spongbob's "ouch!" voice clips (given the fact they're named SB_Ouch), but I can't figure out how to convert them. The directory also contains a .sgrp file, which I'm assuming is just a list of the sounds, given it's small size. I've uploaded them Here, if anyone is willing to take a look, and I can upload anything else if needed.

It's not like these files haven't been converted properly before (TCRF has a whole unused audio section), it's just the fact that I can't find any documentation on these whatsoever. The game also contains some sounds in .snds format, which I'll be looking into later.

edited 11:32 PM EST January 29, 2015

These files come from the XBOX version of the game, but the file-system, formats, placement ect. is incidental in all 3 versions.

edited 11:34 PM EST January 29, 2015
Nooby ADPCM Question by Kurausukun at 12:59 AM EST on February 2, 2015
This is just something I've been wondering about for a while, and I could never arrive at an answer. Although I know ADPCM can be anywhere between 2 and 5 bits, let's just assume it's 4-bit because that's what is most commonly used. Why does Foobar report a bitrate of 1536kbps (assuming 48000Hz)? Also, if I check the properties of the file, it says the 16 bits per sample... but that doesn't make any sense, right? ADPCM is lossy specifically because it's 4-bit, right? Or am I thinking of this all wrong? Bits per sample is the same thing as bit depth, right? So I would expect the bitrate to be 384kbps.
Advice needed for fine-tuning Flipnote 3D's sound format by daeneeil at 3:48 AM EST on February 2, 2015
Hello, recently I have been trying my hand at decoding Flipnote 3D's .kwz file format, which is used for saving gif-like animations, with sound.

I made some progress with getting the sound section decoded - it seems to be similar to Flipnote Studio's PIKA ADPCM format, just sampled at 16 kilohertz - however there are a series of annoying 'pops' throughout playback, which, of course, shouldn't be there.

here is the raw sound data
and here is my attempt at decoding it

We used sox to decode this, using the command: sox -t ima -r 16k -N input output

If anyone has any advice on how to decode this properly, I would very much appreciate it!

P.S. Thanks to Sudofox for hosting the files. ( :

edited 8:56 AM EST February 2, 2015

edited 8:58 AM EST February 2, 2015
Runner2 .celt file by puggsoy at 4:42 PM EST on February 4, 2015
I'm trying to extract audio from the game "BIT.TRIP Presents... Runner2: Future Legend of Rhythm Alien". This contains FSB files, which I managed to extract using FSB Extractor. The resulting file is a .celt file, and although it appears to have a valid WAVE header, the format value is 0x674F. Pretty weird. Here's a download.

Anybody know what to do with this?

edited 9:49 PM EST February 4, 2015

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