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Extracting MIDI sequence data from game roms (and ISOs) by JacintaB19 at 3:55 AM EDT on October 9, 2020
Any help for me to get MIDI sequence/sample data from game roms (such as Pocket Fighter on arcade (CPS-2), Playstation and Sega Saturn, or it's Wonderswan port)?

Only asking for help, thanks.

edited 3:58 AM EDT October 9, 2020
Spliting looped files via VGMStream by VGMStreamer at 2:43 PM EDT on October 11, 2020
I'd like to be able to split looped VGM formats into two separate WAV files (the software I'm using doesn't support the smpl chunk unfortunately) so I can play the intro clip once and then repeat the loop clip indefinitely.

I'm aware that I can get the intro via:
test.exe -l 0 -f 0 -o out.wav in.dsp
But what I'm not sure about is how to get the loop section on it's own, without the intro. Can anyone help?
Ripping Crucible before it shuts down by RMP at 5:25 PM EDT on October 12, 2020
I just saw that the Amazon Game Studios game Crucible is going to shut down. I've never played it , but the music I've found on youtube seemed pretty good. Since it's gone back into open beta before shutting down on November 19th, is there anyone here who has access and could rip the music files before then?
SPC timers not being read accurately by foo_snesapu by Lunar at 10:32 AM EDT on October 14, 2020
I've used foo_snesapu before now, but reverted back to foo_gep on those occasions because it isn't good for tagging. Now that I'm using External Tags for all of my music library I thought it'd be worth trying it again, and so far it is working well in 99% of cases. However, making the switch threw up some problems with timers not being read on a small minority of sets and files that I didn't have problems with using foo_gep. Mainly, the problematic files yield timers at a length of 15:59, or 959 secs with 59999ms fade.

In most cases, I was able to fix the sets with broken timers by simply redownloading them from joshw or snesmusic, however some files (e.g. these sets for Leading Company and Special Tee Shot) have broken timers in foo_snesapu from the word go. Another fringe example is this set for Utopia, where despite track #2 clocking in at 18:02, the default of 15:59 is again returned.

I don't know enough about the intricacies of the SPC tag format to know what's amiss, and my usual tactic of deleting external tags and reloading tag information has not helped. In these minority of cases where redownloading files isn't an option, what should I do to get the timers read correctly by foo_snesapu?

edited 11:43 AM EDT October 14, 2020
Ripping Super Dragon Ball Z Voice Clips by Mekanemu Kojiro at 10:45 AM EDT on October 17, 2020
Im trying to extract the Voice Files from Super Dragon Ball Z, but the only thread regarding ripping Audio files from the Game only has Music and nothing else

edited 11:20 AM EDT October 17, 2020

edited 2:37 PM EDT October 17, 2020
gba to mod conversion? by almendaz at 9:12 PM EDT on October 20, 2020
I have been seeing some gba re-rips on joshw.info using module (tracker) formats instead of decyphered sequence/MIDI/vgmstream extracted files.
I would like to know, what is the process that the uploader follow to convert extracted files (sequence + samples) from their ROMs, to a module format?
I'm interested. I'm asking because I can see these module formats as a "catch-em-all" (?) solution for MID/sequence gripes. Also, because as modules that they are, they are of high interest to musician programmers - the people that professionally USE soundfonts.

edited 9:13 PM EDT October 20, 2020
How to extract and playback music and sounds from Dead Space 3? by marcoxD95 at 9:32 AM EDT on October 22, 2020
There are some basic guides on the web such as on xentax or zenhax but for some reason they dont work for me.

For example, the snu files you get when extracting the bigfile packages, are unplayable and trying to convert them with that wav.exe method just doesnt work and CMD says something about wav.exe not being recognized.

I sadly wasnt able to find any other way to make these snu files into playable audio files and VGMStream also cant work with them. Which means I hit a border and I cannot really get access to the audio. I wanted to make a soundtrack rip and also get ahold of some great audio sfx and ambient samples. For some reason there isnt even a basic soundtrack rip for Dead Space 3 on joshw.

edited 9:33 AM EDT October 22, 2020
SPC first notes by SPCMagic at 4:04 PM EDT on October 25, 2020
Hi hcs and forumgoers!

I was listening to the Super Mario World SPC set and noticed many of the tracks have the first audible note reversed on speakers. It doesn't show on tracks where the note is mono, but if an instrument is left speaker and is the first note, it'll be in right speaker. Same goes the other way. It seems to be set wide.

I also noticed that the Doom SPC set has a sort of fade in at the beginning for the first note which is noticeable on percussion.

I was wondering if these are known, intentional, or issues with the sets, plugins or SPC format in general or if anyone had insight
Wwise music ripping guide by bnnm at 6:12 PM EDT on October 25, 2020
I've made a tool called "wwiser" to semi-automate Wwise (.wem) ripping with proper looping. Here:
wwiser releases (needs python3 installed).

Download wwiser.pyz + wwnames.db3 to some folder. Open (double click) wwiser and use it to parse and convert .bnk (Wwise sound info) into .txtp that handle Wwise's dynamic songs. You need the latest vgmstream. Should be easy enough to figure out but:

***

Quick guide to get decent Wwise rips
- get latest wwiser: wwiser releases
- put all .bnk and .wem in a dir
** .bnk/wem may be in other bigfiles like .pck, use this: wwise_pck_extractor.bms
- put SoundbankInfo.xml/(bankname).txt/Wwise_IDs.h/etc together too
** you want ALL of those, SoundbankInfo.xml doesn't have every name
** if you don't have those it's still possible to get names, see: NAMES.md
- open (double click) wwiser.pyz, make sure you have "wwnames.db3" in wwiser folder
- press LOAD and choose some .bnk (bgm.bnk or just all of them), check "move .wem"
** It's recommented to load `init.bnk` too if you have companion files.
- press GENERATE to get .txtp (pay attention to log, you may need to tweak things manually)
** this creates /txtp folder with .txtp and /txtp/wem folders with .wem
- test .txtp with vgmstream (you may need to tweak some manually to improve)
** if you change .txtp also change the filename so it doesn't get overwritten if re-generated
** ex. from "blah {r}.txtp" you may need to make "blah {r1}.txtp" "blah {r2}.txtp"
- remove unwanted .txtp (like voices)
- use this python script to move .wem not in .txtp to /unwanted: wwise-cleaner.py
** check if /unwanted does have wanted music (may have removed good .txtp)
- check if there are .wem in root (before /txtp folder) not moved with have useful/unused audio
** put in "/unused" folder
- include companion files (.xml/.txt/etc) + .bnk in some /extra folder or !extra.7z
** you may need to re-generate when new features/fixes are added (!!!)
** some .bnk may need to go to /wem folder instead (see log!), might as well put files there
- 7zip files and folders (with .txtp in root) + upload rip somewhere


Note! .txtp are Good Enough but not perfect in all cases. This means you may need to generate them again later when I fix bugs. I wanted to make them future-proof and avoid re-generating but it was too time-consuming, sorry.

NOTE ABOUT WWISE
Wwise never, ever plays *(number).wem* directly. Instead, it uses .bnk to indirectly play one or many .wem, through "events", with config. wwiser creates .txtp that simulate that so results are as accurate as possible. Loops and other audio info is in the .bnk, not the .wem. Please Understand.

This tool doesn't and won't modify .bnk.

***

If you are interested also check:
- full guide
- readme
- advanced docs


edited 3:49 PM EDT October 26, 2020
"Deamplify" Exported Songs by MoldyPond at 12:39 AM EDT on October 28, 2020
Not sure exactly how to phrase this, but I was wondering if anyone knows any methods within foobar to export songs quieter than the source?

Listening to the soundtrack for the old PC game "Claw" and using the soundfont available on the DVD version, it sounds EXTREMELY loud. Exporting the files to WAV shows that they are around 6dB too loud and are clipping like crazy. Just wondering if this can be done within foobar or if I'll need to fix them in a sound editing program like Audacity. Any help would be greatly appreciated, thanks :)

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