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Need help finding some jingles/sound effects in Mario Galaxy 2 by mariofan12ify at 2:42 AM EDT on June 7, 2019
I've probably made this thread before, but I still need help with this, I'm looking for a couple of jingles in the files of SMG2.

- The Life Mushroom jingle
- The jingle that plays when switching to Luigi on the Starship Mario

I know it's not in the sequenced data, and I've tried looking in the thousands of sound effects for them, and I can't for the life of me find them. If anyone could help me, I would appreciate it.
Ubisoft RAKI GC-ADPCM by jessina at 3:55 PM EDT on June 7, 2019
Hey guys. I've been trying to play with Just Dance 2015's audio file. Ubisoft decided to use DSP with GC-ADPCM. I can make DSPs that fits to Ubisoft's style. All I'm missing is just the RAKI header. I can make DSP-GCADPCM with VGAudio. I'm just stuck with the RAKI header that Ubisoft made. I tried to copy paste 0-62 offset from the original Ubisoft audios and paste it to the DSP that I made and the result was just an ear rape. If there is any folks that can help, please let me know.

edited 3:56 PM EDT June 7, 2019
Sly Cooper PS2 Series by jeangene91 at 10:40 PM EDT on June 7, 2019
I realize the music has already been ripped. However, I would still like to know how to get at the hidden files in Sly 1 & 2 for myself. So far, I can only extract weirdly named files with no filename. I can't even tell what they are looking through a hex editor.

As for Sly 3, what would be recommended to extract the contents of the SLY3.WAD file?
Carmen Sandiego Secret of the Stolen Drums (PS2) files by Puterboy1 at 4:08 PM EDT on June 9, 2019
Who can take a look at these?: https://zenhax.com/download/file.php?id=6926
Enter the Matrix (PC) sound files by Puterboy1 at 1:09 PM EDT on June 10, 2019
Can anyone help me into making these perfectly playable in VGMstream?

Here are some samples: https://drive.google.com/open?id=1q9bNalm09-lD-9SBgUUNVJ_JZqa7Ur2Y
BattleToads Arcade by Squeals92 at 7:36 PM EDT on June 10, 2019
Has anyone ever extracted the music files from this game? As I've seen music uploads on YT, but never the actual files themselves.
Help Extracting Sounds? - Revenge of the Flying Dutchman by JomSpoons at 11:33 PM EDT on June 10, 2019
Hi there! I've trying to rip all the music from the game SpongeBob SquarePants: Revenge of the Flying Dutchman, which released on both GameCube and PS2, so I can compile a soundtrack to listen to. Ripping most of the soundtrack is easy, as all the main tracks for the game are just PCM WAV files that can be played without issue on a computer.

However, there is one track in specific I've been looking for that is not with the rest of the music and I cannot find anywhere. There is a jingle that plays in-game whenever picking up a letter tile, the main collectable of the game. Here is an example of the jingle. Since it's not with the rest of the music, I have to assume it's stored alongside the game's sounds, which I have not been able to find. I've checked both the GameCube and PS2 versions and I've not been able to figure out where the sounds are stored, let alone how to play them.

I've tried using Dragon UnPACKer's HyperRipper and PSound on the PS2 version to see if it could locate the sound effects but all it could find was the aforementioned WAVs and what I'm assuming are false positives as none of the rest played any sound. The game has a lot of files which I'm unable to figure out how to open, specifically .DPS, .NPS, .IRX, and .SPS files. The game is made up of mainly .TSC files which are viewable in text editors, so those seem to not be of any use to me.

If anyone has any ideas as to how I can rip the sounds from either version, I would greatly appreciate it. Thank you!

edited 11:36 PM EDT June 10, 2019
The Great Escape PC sound files by Puterboy1 at 4:24 AM EDT on June 12, 2019
I need some help ripping these: https://drive.google.com/drive/folders/1gzEophWDJGvjB7SYB9a8KglJw0DGuqm8
psfisolate - sample isolation tool for PSF1 files by Nisto at 6:24 PM EDT on June 12, 2019
https://github.com/Nisto/psfisolate

I started working on this tool when I spotted a demand for isolating instruments in PSFs. The idea had also been in the back of my mind for quite a few years, as I knew that a universal solution was somewhat feasible (being that all sequenced PS1 games use Sony ADPCM samples.. at least AFAIK), but I never really got around to it until now.

With that said, this tool doesn't technically isolate instruments, but rather the samples. So, for multi-layered instruments, such as drumkits, the output might be a bit awkward/unexpected, but it ultimately does give you more control.

The initial version of the program was rather 'dumb', and you would actually have to manually specify a start offset (and yeah, only one) for sample data, and it also didn't support minipsf. Now it will automatically detect samples, and minipsf support has been added (the output format can also be set). Simply drop a PSF file onto the program, and it should (hopefully) do the job.

At this point, I'm hoping to get some feedback on stability/bugs, suggestions, and any PSF sets on which it fails somehow. The default settings for the sample detection algorithm (can be changed via commandline) may not be optimal for all sets. But if they can be tweaked further without compromising on other sets, it would be helpful. I have really only tested this with around 10 PSF sets so far, so please do test it on your favorite PSF soundtracks and let me know how/if it works.

Future ideas (any help with these would be greatly appreciated):

* Custom selection of tracks to mute/isolate
* Mitigate false positive samples by excluding CPU instructions, strings, etc. from the search space
Anakin's Speedway (PC) .AFC files by Puterboy1 at 2:34 PM EDT on June 16, 2019
Can anyone make these playable in vgmstream please: https://zenhax.com/download/file.php?id=6957

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