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- by AnonRunzes at 6:41 PM EST on December 9, 2016
- Thanks for the latest build, mate. It actually worked this time when it wasn't about struggling to get XMA files to play.
Seriously, is it just me or am I the only one that can't get the .xma files to play on foobar2000 even if I renamed them to .vgms/.vgmstream/.xma.vgms/.xma.vgmstream?
edited 6:46 PM EST December 9, 2016
- by bnnm at 7:46 PM EST on December 9, 2016
- Nobody can, until the format is actually implemented (if you mean XWB).
edited 7:50 PM EST December 9, 2016
- Drama by Bonboon228 at 8:00 PM EST on December 9, 2016
- Sorry 'bout all the drama...I did not, (And still don't), have a computer strong enough to run a recent windows os. XP was my only choice, and to make matters worse, the hard drive recently failed on me, so all I have is linux mint...but, such is life.
- by Kurausukun at 3:21 AM EST on December 10, 2016
- Wait, I'm confused. Is XMA supported in vgmstream somehow now? I saw the last few posts talking about it, but I just tried playing an XMA from Sonic 06 and it didn't recognize it, so I guess not?
- by kode54 at 4:13 PM EST on December 10, 2016
- XMA must be added partially, since FFmpeg doesn't recognize the loop points. For now, you can hexedit them to find the loop points, and rename them to have a .vgms or .vgmstream extension, but they won't loop.
- by AnonRunzes at 6:05 PM EST on December 12, 2016
- So, the .ADP file used in Omikron The Nomad Soul isn't supported in vgmstream. In any case, here's the sample:
3.ADP
And yes, I'm aware there is a tool floating around somewhere that can handle these .ADP files. But it doesn't hurt to have this file supported by vgmstream, does it now? I even have the source code if anyone's interested.
Oh, and here's a few hints:
.ADP files used in Omikron The Nomad Soul were encoded with 2 channels and a sample rate of 22050. It uses some kind of ADPCM. It has this header:
0x00-0x03 - size of the file
0x04 - channel count (the value is either 0 or 1; add it by 1)
0x10 - offset of the file
edited 6:44 PM EST December 12, 2016
- by bnnm at 3:44 PM EST on December 18, 2016
- Latest vgmstream changes:
- added proper/looped .XMA (Xbox360 games)
- fixed Capcom 3DS .MCA v5 (Ace Attourney 6, Monster Hunter 4U)
- fixed Guerrilla .MSS length (Killzone)
- added 3DS .BCWAV dual stereo (Lego games)
- added .hcakey (binary in HCA Decoder format)
- added .pos for .vgmstream (hack for unsupported FFmpeg formats but you can do stuff like song.mp3.vgmstream.pos)
Some XMA notes:
- no 6ch for now (RE6, MvC3, Ace Combat 6, Beatiful Katamari, etc)
- variations later (Namco .xma, Soul Calibur II HD .past, etc)
- many joshw rips are bad (fake XMA1 converted from XMA2 which may play wrong, truncated, poorly extracted from containers with no loop points, etc)
I can check non-working XMA but *please* make sure to post original containers.
- by Knurek at 4:28 PM EST on December 18, 2016
- Do we have a build(bot) for the latest changes?
As I haven't ripped anything XMA personally, I can't really say what was done with them, but I will gladly accept and upload any fixes.
- by AnonRunzes at 6:55 PM EST on December 18, 2016
- Is it just me or on foobar2000, the .mss duration issue is the same? I did update vgmstream to the latest version(r1050-147-gad85fc8), so I don't know what's happening if it's just my player acting strange.
- by Kurausukun at 8:38 PM EST on December 18, 2016
- Just tested with a Sonic 06 XMA, and it works perfectly. Plays at the correct speed, loops correctly, everything. Great work.
EDIT:
One tiny thing I noticed--compared to the output of towav.exe, vgmstream gives me a file with 576 extra samples of silence at the beginning of the track. This also affects the loop points, which are obviously not compensated. The question is, which is right--vgmstream or towav?
EDIT 2:
I just looked through the files, and going by the metadata, vgmstream/ffmpeg is correct, and it was towav.exe that was wrong all along. Seems strange that nobody said anything until now, but alright.
edited 9:00 PM EST December 18, 2016
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