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- How to read minipsf2 code and edit it or isolate individual samples? by marcoxD95 at 3:16 PM EST on January 10, 2026
- I have a bunch of minipsf2 files and would like to play individual samples with Highly Experimental plugin so basically editing the data of the minipsf2 so that only a single instrument plays instead of all but I cannot read the code. Its just some garbled stuff like ÐópA°Ø!.
I already looked if there are any players who can do this but sadly doesnt seem to be the case. There is interestingly enough a tool called psfisolate on github by Nisto that can handle psf1 files but not psf2. I already tried reaching out to him on github but no idea if he is still around. Maybe here on the forum?
Anyway, because of this I wanted to do it the bruteforce way and just edit and split the minipsf2 code.
Any starting points or guides how this is done? I did try looking up some basic information but somehow all wikis lead to a website by some Neill Corlett and its no longer on the web. It would already help if I had readable code in the editor.
edited 3:17 PM EST January 10, 2026
edited 3:18 PM EST January 10, 2026
- Failed to load mxdrv.dll [SOLVED] by Yntec at 9:37 AM EST on January 16, 2026
- I'm having problems playing mdx (X68K) music files on my Winamp on Windows 7. I downloaded the in_mdx plugin from here https://github.com/FIX94/in_mdx/releases and unpacked the mxdrv.dll file from MXDRV200B.LZH from https://gorry.haun.org/mx/index_e.html#DOWNLOAD but after putting them (including X68Sound.dll) on my plugin directory I get the "Failed to load mxdrv.dll" error as in the thread title when Winamp starts.
Can you play mdx files on Winamp just fine? It seems I'm the first person getting this error as I can't find any help using google. The older in_mdx from... year 2000 throws an error with weird symbols on startup.
EDIT - moving mxdrv.dll to the folder winamp.exe is gets rid of the error but music files don't play.
edited 10:08 AM EST January 16, 2026
edited 9:21 AM EST January 17, 2026
- help with decrypting and extracting an fsb file by udo4 at 4:34 PM EST on January 19, 2026
- i've been trying for two days to extract the .xma from this one file from a game (dj hero 2) cuz I need the acapella stem but I just can't get it because the file is encrypted. if anyone could help by decrypting the file and getting the .xma s out of it and sending them to me I'd be extremely glad, thank you in advance.
https://www.mediafire.com/file/0v09svkrc65bdnx/DJ.fsb/file (this is the fsb for put on vs enuff from dj hero 2)
- Help with extracting audio from NBA 2K6 by vnov93 at 3:56 PM EST on February 3, 2026
- I was wondering if someone could guide me on a way of extracting the audio from the regular XBOX version of NBA 2K6.
I managed to extract the game files using Watto's Game Extractor, which I've had a good amount of success with in the past. It's thousands of files, without individual archive folders, so I can't say for sure which files contain the audio. While most of them are small/ in the kilobyte range, I checked out some of the larger size range files to see if I can find something. Most of them do not have any headers at the beginning, but I did find a good amount of FSB (FSB2, FSB4, etc.) strings in a couple of them, which makes me think that maybe it contains FMOD sound banks. I tried to do some cutting with vgmtoolbox, as well as a lot of different, known FSB extractin and decryption tools out there, but no luck with anything. There are also a few files with extension .AUDO, which have an AUDO header, accompanied with text indicating it may contain different sound effects. But no luck with cutting / vgmstream. I have uploaded a couple of files I believe may have something, and I would be willing to upload the whole archive if there is nothing in here and if anyone is willing to help guide me here. Any input is appreciated in advance.
https://mega.nz/folder/fp8VXCIT#HFTxUKuSPGbq1yOP6FN_xg
- Tearaway (PSvita) FSB by rub146 at 2:25 PM EST on February 24, 2026
- I have two fsb files from Tearaway.
I can't get the decrypt key, the guessfsb can't guess it.
You can get the samples here:
https://gofile.io/d/3ifLSV
- i cant find a guilty gear x soundfont (arcade version) by RealSparklezFan at 9:19 PM EST on February 27, 2026
- does everybody here know where i can find a guilty gear x soundfont? (its the arcade version btw)
edited 10:15 PM EST February 27, 2026
- [GC] Spider-Man 2 (2004) audio replacement in WAVEBK11, persistent artifacts, need guidance by sabimboo at 9:34 PM EDT on March 22, 2026
- Hello! I'm a rookie modder trying to replace music in Spider-Man 2 GameCube (STREAMS_MISC_EN.WBK) with a custom track (I plan on adding the full Elfman music to the game). I'm not an audio format expert, I've been learning as I go and hit a wall I can't get past alone.
What I know about the format:
vgmstream reads the file correctly. The target stream (FLYTHROUGH, subsong 348) is stereo, 48000Hz, Nintendo DSP 4-bit ADPCM, interleave 0x8000. The file uses a proprietary Treyarch container called WAVEBK11 with an entry table at 0x100.
What I've tried:
I can inject audio at the correct offset (0x357B960) with the correct interleave (0x8000). The injection itself works! I can confirm bytes are written correctly. Encoders tested: official Nintendo dspadpcm.exe (mono + manual interleave), VGAudio, and a custom encoder based on Jackoalan's grok.c.
All produce the same result: persistent popping and crackling on transients, worse on drums and sibilants. The key test that stumped me: decoding the original track with vgmstream, re-encoding it with VGAudio, and injecting it back also produces the same artifacts. So it's not my audio source.
What I don't understand:
The DSP header region before the audio data (0x357B880) is filled with 0xFF... not valid DSP headers. I don't know where the engine reads the coefficients from, or if that's even the problem. I genuinely don't know what's causing the artifacts.
Has anyone worked with WAVEBK11 before, or has any idea what I'm missing?
Happy to share files or dumps. Thanks in advance.
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