Sega Saturn .mus files. by James at 6:10 AM EDT on September 24, 2012
I'm guessing they're compressed audio, equivalent to the XA files on the PS1. Capcom games seem to make use of them quite a lot (SF Alpha series, etc.) so I was wondering if there's anything that can decode the files so that they're playable. I can upload a file if needed.
by snakemeat at 10:35 AM EDT on September 24, 2012
From what I see in the GENHs from SF Alpha 2:

Input File Format: PCM RAW (Big Endian)
Header Skip: 0
Interleave: 0x1000
Channels: 2
Frequency: 32000

I can put the set on the tracker if you'd like.
by James at 9:50 PM EDT on September 25, 2012
Huge thanks for taking a look at the files, I never would've guessed that it was as simple as big endian raw. No need to post it on the tracker though, I just wanted to see if Quiz Nanairo Dreams had any music buried in the mus files but unfortunately, it's all just speech.

On another note, can you possibly take a look at this adp file? http://www.mediafire.com/download.php?34e0tso5o0qzdz8

It's from Street Fighter III: Double Impact for the Dreamcast, I can manage some sound using genh and Yamaha AICA 4-bit but I can't figure out the interleave, if that's even the correct format.
by snakemeat at 10:53 PM EDT on September 25, 2012
Can't figure it out. Looking at some samples I have you can get decent sound using AICA and one channel, but it fades in and out. Could be some simple XOR on the file, but I'm not sure.
by hcs at 11:24 PM EDT on September 25, 2012
Yamaha (aka AICA) ADPCM needs an initial scale set, maybe the one we're using on GENH isn't right on these, or it has it per-block.

More likely it is interleaved and as you pop from one channel to the other the scale is screwed up.
by Firebrandx at 3:09 PM EDT on June 6, 2017
I tried decoding those SFZ 2 MUS files using Goldwave, and they came out like they were being played like someone gargling water. What's the trick to extract these into intact and correct playable music files?


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