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How to extract Kingdom Hearts 1.5 & 2.5 & 2.8 voices? by Dark_Ansem at 6:24 PM EDT on April 12, 2019
I understand that this is not strictly a music-related request, but I was wondering if anyone here knows how to get the voices off the Kingdom Hearts 1.5, 2.5 and 2.8 games.

I'm also happy to pay a fair commission, if someone can and is willing to do it.

EDIT: so, I managed to get the PSarc files out. But, but, now it's time to get both cutscene (the ones with the in-game engine, not the movies) and battle audio out. It's certainly hidden in the PSarc, but how to get it out?

EDIT2: So I got the Psarc files out with Noesis, but nothing works.

EDIT3: I got SOMETHING to work, yay!
But, unfortunately, there's still things that don't work.

edited 7:55 AM EDT April 13, 2019

edited 8:16 AM EDT April 13, 2019

edited 1:29 PM EDT April 13, 2019
Creating/repacking multichannel FSBs? (DJ Hero custom music) by shockdude at 3:03 AM EDT on April 13, 2019
I'm looking to add custom music to DJ Hero Wii so I can create custom charts for the game, but to do so I need to create FSB files that the game can recognize.
DJ Hero Wii uses FSB4 files containing 6-channel 160kbps 32khz MP3. Does anyone have experience with creating multichannel FSB files like these?
My current plan is to look at the vgmstream code in order to figure out how DJH FSBs are constructed; is there a better way to do this?
Problem with playing Snatcher KSS files with foo_gep. by Basillica at 9:13 PM EDT on April 16, 2019
When I try to play the Snatcher (MSX)(1988)(Konami) rip with foobar2000, most of the music is garbled.
I have the latest version of foo_gep (1.213).

It works fine with MSXplug under XMplay.

Example here:
https://vocaroo.com/i/s0ekbvZ3GMVA
Compared to the original:
https://vocaroo.com/i/s0SwRz6TXgMk


edited 9:33 PM EDT April 16, 2019
A way to mute individual PSF channels by rcsb at 7:48 AM EDT on April 19, 2019
Someone could introduce me a way to listen to isolated PSF channels of PS1 sequenced music, aside from AudioOverload? Don't know why, but I can't listen to Crash Team Racing music on this software, it doesn't produce any sound. Foobar and Winamp plugins doesn't offer that option to mute channels like it does, unfortunately. ANY help is very appreciated.

P.S.: this is the first PSF file that I can't play on AO. Mega Man 8, Alundra, even Crash Bash plays totally fine and I can isolate them all. Don't really understand the problem.
USF channel muting? by mariofan12ify at 10:14 AM EDT on April 19, 2019
Does anyone know if there's any plugin or anything that can mute channels for usf/miniusf files?
Area 51 (Xbox) Music files by Anterag at 5:31 PM EDT on April 21, 2019
Hello everyone. I need some help to convert the music files of Area 51 (Xbox version).
First, I extracted the content of the MUSIC.000 archive which contains the music package files with a BMS script (http://aluigi.org/bms/area51.bms)
The music files are inside the *.AUDIOPKG archives. The sample below comes from this archive: https://mega.nz/#!L5Ei1aoa!8EUkE-l6y_-VC1vSxTRGQP1OJzZPh3A6fQOeSfAT6d0
To extract them, I used AlphaTwentyThree's script https://mega.nz/#!vxdgmCZK!9YG3xc7HQ_OYehgDD72jE6ggk0UKJO87jSr8Gj63Nr8
There's no issue until this point because the problem is to rebuild a correct header in order to play the music files with vgmstream.
Apparently, the music uses the Xbox 4-bit IMA ADPCM codec, at 32000Hz, stereo, with a blocksize of 0x8000.

Here's my TXTH script which doesn't work (the music can clearly be heard without any static at the beginning, then garbled noise, then music, etc.)

codec = XBOX
codec_mode = 1
interleave = 0x8000
channels = 2
sample_rate = 32000
num_samples = data_size

Could anyone please help to write a correct TXTH script? Thanks in advance.

Sample: https://mega.nz/#!X1EGwSJB!hKgNK6QVIPpjWRyaPQ2D155dbaPX-lI6DEm9e_MVzoU

edited 5:42 PM EDT April 21, 2019
Turok GB stereo separation - emulation vs hardware by radornkeldam at 8:44 PM EDT on April 21, 2019
This is a little convoluted, but I'll try to go to the point.

I like the GameBoy Turok soundtracks. Reading an interview with the composer some years ago (which I can't seem to find again), something was said about Turok 2's music lacking stereo effects even though it was composed with them, because someone didn't configure the sound engine properly, so everything sounds in both channels.
This got me thinking that, if the music data still contains the stereo information, assuming the compilation didn't hardwire it to mono, perhaps the ROM, or even the GBS could be hacked to get the stereo effects back.

Regardless of that, reading on this story this made me curious about stereo effects in other games of the series, listening to the GBSs, and that's where I started having unpleasant surprises.

This is supposed to be an unadultered hardware recording of GB Turok 1. There are mp3 and flac links in the description. Not mine.
https://www.youtube.com/playlist?list=PLF369B4981FD2E272

In this recording, there are many clear stereo effects and panning, and they are richer and more complex than merely remixing the chip's channels to go to different side, so I don't think it's one of these pseudo-stereo "remasters".

When playing the GBS rip or even the full game in an emulator (BGB, mGBA), as I don't have the cartridge, most of that is completely lost and only some things here and there remain, usually hardly noticeable.

It would seem gb sound emulation is not accurate enough yet?
Is this known to happen in other GB games?

In case someone wants to try listening from the game, there's a level select, but gamefaqs has the cheat wrong, even though I sent them a correction ages ago.
The correct way is, in the title screen, highlight the "OPTIONS" item and then press and hold UP, which will highlight the "START" item. Without letting go of UP press START.

edited 8:49 PM EDT April 21, 2019

edited 1:50 PM EDT April 22, 2019
Editing Sonic Riders Zero Gravity (Wii) sound effects? by Dragokai180 at 2:19 AM EDT on April 22, 2019
Anyone knows how to edit the sound effects of the game?
I need -not related with VGM- help by Koto at 9:18 AM EDT on April 24, 2019
Hello,

Sega Ages 25: Treasure Box has a real cool gallery and I would like to extract images from it.

I open the bin/cue file with AnyBurn, these are the files showed



I supose the image files are encripted in any of these files (Probably Data.CCF), but I don't how to decrypt it

Could you please help me with that? Thanks

See ya
uploads via Dat by hcs at 8:05 PM EDT on April 24, 2019
Been thinking about distributed web stuff again, particularly Dat, for hosting uploads. Sort of like what I've tried to do with occasional IPFS links, but more self-service, using something like a hashbase installation. Dat doesn't have quite the same content-addressable property as IPFS, but it has the same (or better) anyone-can-mirror quality. There are a few hurdles:
- I'd probably be providing a HTTP gateway, so mirroring would be mostly theoretical
- I probably want an approval queue, so links wouldn't be immediately useful without being edited (or without some dynamic redirection or db editing), though I guess I could have a separate Dat for each upload and just stop hosting the ones I reject (and then have a Dat that is just an index of active links, for mirroring?)

Anywho, just something I've been thinking about.

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