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- foo_input_usf problems by DaggerMouth at 10:32 PM EDT on October 9, 2018
- The last update to foo_input_usf seems to have a few problems for me. Many sets take long periods to load (some 10 seconds, some over a minute). If the track has a long loading time it will only play for a few moments before stuttering. This is on HLE or LLE. Other sets outright refuse to play when before they played fine.
Is this a bug in the plugin? Can I downgrade to the previous version because it works for me? If so, how?
- Extract PS2 Archive (Area 51 PS2 AUDIOPKG) by Anterag at 11:49 AM EDT on October 14, 2018
- Hi! I need some help figuring out how to properly extract the audio contained in this AUDIOPKG archive from Area 51 (PS2 version).
This one doesn't seem to store PS2 ADPCM (stereo 32000Hz 0x8000 interleave) streams but another codec.
There's a script written by Alpha23 which extracts IDs for each file of that archive (script here: click)
Thanks!
edited 11:50 AM EDT October 14, 2018
- Looping WAV and Flac by Endymion at 4:43 PM EDT on October 17, 2018
- I'm trying to loop lossless audio formats by using metadata but somehow I can't manage it. I've already did this with Ogg by renaming it to .logg file and worked perfectly. However .lflac or lwav don't loop the file and not even display the added metadata after the rename. If someone could provide a small example lflac and lwav file, it would be handy. :)
I'm using Foobar2000 with the latest vgmstream plugin.
===EDIT===
I managed to loop WAV with Wavosaur, and now I'm completelly understand how it works. However the program does not support Flac and I'm not a coder for being able to edit the Flac's header to add loop points. Is there a software for that?
edited 6:15 PM EDT October 17, 2018
- Cubic Upsampling for Streamed Music? by MoldyPond at 4:52 PM EDT on October 17, 2018
- Purely for experimental purposes, but does anyone happen to know if there are any ways to "upsample" streamed songs (WAV/FLAC) like the cubic upsampling options for NES, GB, Genesis, etc.?
Just curious to hear how it would sound.
- Resident Evil 4 Xbox 360 - RIFFP Wave by Jaster_Rogue at 2:14 PM EDT on October 21, 2018
- Hi, I recently extract the ".xwb" files in the Resident Evil 4 Xbox 360 and inside them have many wav files, but I cant listen. I open through Hex Edit, the compress is: RIFFP seek.
Anyone can convert the audio to normal Wav?
In UHD Version of Steam, the format is the same, but the compress is very different.
.Wav of XBOX360 Version (5MB): https://www.mediafire.com/file/7989xnna75h9f3d/000000af.wav/file
The same .Wav of UHD Version (800KB): https://www.mediafire.com/file/sm6t1q727ddo2qb/000000af.wav/file
edited 2:17 PM EDT October 21, 2018
- Extract sound effects from Switch NUS3BANK? by Red at 7:53 AM EDT on October 22, 2018
- I spent a long time yesterday trying to figure this out, but I couldn't find any information on how to do so.
But is it possible to extract the sounds from the Switch version of NUS3BANKs? I'm trying to get Decidueye's voicebank/sound effects from Pokken Tournament DX but there doesn't seem to be anything about it.
- Remuxing DSP and BFSTM by thecoreyburton at 12:32 AM EDT on October 24, 2018
- I'd like to know if it's possible to remux DSP and BFSTM files without re-encoding the audio streams.
Wario World uses mono .dsp files with suffixes of _0 and _1 to output stereo audio. Whilst vgmstream handles this properly, I'd like to be able to merge both streams into a single .dsp file without degrading the quality.
Super Mario Odyssey uses multi-track BFSTM files. I'd like to be able to take particular stereo tracks from these multi-track files (channels 1 and 2, channels 3 and 4, etc) and remux them into separate files so that each resulting file represents a single track.
- SSF playback issue by Squaresoft74 at 1:16 AM EDT on October 24, 2018
- Hi,
It's been a while since i gave a look at SSF ripping and noticed an issue with current players (Foobar2k with SSF/DSF Decoder 2.0.50 to name one).
Some crackling noise occures with a few tracks from Samurai Spirit RPG.
I don't get such issue when playing them using Mednafen (1.21.3).
Here's a sample one:
http://rgho.st/private/7d7ZqlGRy/04044a421a71d7a6e525b223ee1ef8b3
Are all current player based on Highly Theoretical ?
Any existing one based on Mednafen's core available somewhere ?
- Automatic DSP header adder? [The Croods: Prehistoric Party (Wii U)] by Anterag at 8:36 AM EDT on October 28, 2018
- Hi! I need help automatically adding the corresponding DSP ADPCM header and the original filename to each headerless (*.raw) audio files.
In the game files, there's a "sound" folder containing all the *.RAW audio files (headerless) with dialogs, sound effects and music.
Each audio file finds his header and his proper filename inside the *.HNK files which can be found in the "hunkfiles" folder.
For instance, headers list start at offset 0xB7FA20 in the "global.hnk" files.
I must say "global.hnk" isn't the only one that stores the header. There are a lot of other HNK files. This one seems to contain what I need: music headers.
The first one is for "4acda574.raw". We can see its original filename "MUS_slower_loop_01.mus" and just before, the header with coefficients. Without these coefficients, I can't create a GENH header in order to play those because it is unsupported DSP. Plus, each file has a different header.
Looking at the headers, music seems to be 32kHz stereo. I don't know about the interleave.
So my question is: is it possible to add the proper header for each RAW files and to rename them into their original name?
GLOBAL.HNK/GLOBAL.FILES: DOWNLOAD
4ACDA574.RAW: DOWNLOAD
Thanks!
edited 8:41 AM EDT October 28, 2018
- SpongeBob HeroPants (X360) .WAV by sandmanfan98 at 5:49 AM EDT on October 30, 2018
- https://mega.nz/#!71khiShR!fdmWAxDzStTItZYq5N8FJBn-YYi7fzxN8L_tIgoFHmM
These were extracted using aluigi's Unity script and won't play. In Unity Studio it's compression format is Xbox360 WAV and get an FMOD error. I'd really appreciate the help.
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