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Winback PS2 audio by punk7890-2 at 6:33 PM EST on December 22, 2016
I managed to find the audio and extract it, but I am unsure if this type of audio is already supported by VGMstream. here is some files.

If so, what file extension would I name it to? If its not, is there a way to GENH it? It plays fine in MF Audio with these settings: RAW Sound Data Compressed ADPCM - Frequency 32000 and the rest are default. I can't seem to find loop data, however.

Here is the archive (?) it came in.

edited 6:55 PM EST December 22, 2016
by Nisto at 8:19 PM EST on December 22, 2016
The .ADX extension is also used among other things for SShd/SSbd containers. This format also has no identifier, so it'll probably not be supported by vgmstream.

Use the GENH tool in VGMToolbox with these settings:
Input File Format: PlayStation 4-bit ADPCM
Header Skip: 0x800
Interleave: 0x10
Channels: 2
Frequency: Use Offset 4 and has size 4 and byte order Little Endian

Not sure about loops. The ADPCM block flags may be used in this case. Try using VGMToolbox's "find loops" maybe.

EDIT: there are headers for each song. It should be pretty easy to split them up.

edited 8:24 PM EST December 22, 2016
by punk7890-2 at 10:45 PM EST on December 22, 2016
Those settings seem to crash foobar when I try and add them.

I am unsure what you mean by "headers for each song". I'm completely new at this.
by Nisto at 11:16 PM EST on December 22, 2016
Interesting.. they play for me. Are you using the latest version of vgmstream?

I'm saying there's multiple tracks in the ADX file you uploaded. At first it seemed like there was just one block of metadata ("header") for the entire file, but after a closer look, each track has a header. So there's probably another file to be found in the game that maps out the tracks in the ADX file. But you can use the Advanced Cutter in VGMToolbox with this preset (put it in vgmtoolbox/plugins/AdvancedCutter/any-name-you-want.xml):

<?xml version="1.0" encoding="utf-8"?>
<OffsetFinderTemplate xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
<Header>
<FormatName>Winback ADX</FormatName>
<Author>Nisto</Author>
</Header>
<SearchParameters>
<SearchString>00080000</SearchString>
<TreatSearchStringAsHex>true</TreatSearchStringAsHex>
<StartingOffset>0</StartingOffset>
<UseModOffsetForSearchString>true</UseModOffsetForSearchString>
<ModOffsetForSearchStringDivisor>0x800</ModOffsetForSearchStringDivisor>
<ModOffsetForSearchStringResult>0</ModOffsetForSearchStringResult>
<SearchStringOffset>0</SearchStringOffset>
<OutputFileExtension>.bin</OutputFileExtension>
<MinimumSizeForCutting />
<CutParameters>
<CutStyle>offset</CutStyle>
<CutSizeAtOffset>0x10</CutSizeAtOffset>
<CutSizeOffsetSize>4</CutSizeOffsetSize>
<CutSizeOffsetEndianess>little</CutSizeOffsetEndianess>
<CutSizeMultiplier>0x20</CutSizeMultiplier>
</CutParameters>
<AddExtraBytes>true</AddExtraBytes>
<AddExtraByteSize>0x800</AddExtraByteSize>
</SearchParameters>
<NotesOrWarnings />
</OffsetFinderTemplate>

Refresh the preset list (button with green icon) if needed in VGMToolbox, select the "Winback ADX" preset, press "load", then drop the .ADX file in the input box on the left.
by punk7890-2 at 11:48 PM EST on December 22, 2016
Ah ok. That's what you meant. I've extracted all of them already using the Sony ADPCM extractor in VGMToolBox. It worked fine, though produced a bunch of 16 byte files as well, not sure if they are anything as I've found all the music and they play fine.

It seems like Frequency: Use Offset 4 and has size 4 and byte order Little Endian crashed foobar. I just set it to 32000. That worked. There is some weird sequence format for SFX as well, though I'll probably leave that since I don't even know how to deal with that.

I'll probably have to manually find loops as the auto loop finder doesn't seem to work. Thanks for your help, Nisto!
by Nisto at 10:32 AM EST on December 23, 2016
Sony ADPCM extractors (including VGMToolbox's) aren't perfect and probably never will be, unfortunately. You're better off using the Advanced Cutter preset I posted.

The 16-byte files you mention are definitely false positives. There are really only 20 tracks in that ADX file.

Also, the GENH settings I provided are specifically for files with a 2048-byte header. The headers are most likely not going to be extracted by VGMToolbox's ADPCM extractor, so you could be hearing pops at the beginning of the tracks or other defects, since the GENH settings would actually skip bits of audio rather than just skipping past the headers (metadata).

Did you tick the checkbox underneath the "frequency" input field? It should grey it out..

by punk7890-2 at 5:31 PM EST on December 23, 2016
Ah yeah that worked much better. Thanks again. It seems Find Loops doesn't work for some reason. I check it off and it seems like it try's to do something but never does. I'll have to export as wav and try and find good spots to loop at I guess.
by Nisto at 5:40 PM EST on December 23, 2016
Nice, glad you got it sorted out in a proper fashion.

Yeah, there's probably no loop info whatsoever in the ADX file. You sure there's no separate file in the game with that data, though? In worst case scenario, it's buried somewhere in the game executable. If you can post a directory listing of the game files, I can try to pick it out (and then you could upload it or have a whack at it yourself).
by punk7890-2 at 6:07 PM EST on December 23, 2016
Here is some pictures of the directories.

The KVG files are VAG streams for voices, .DAT's I'm assuming are sequence data for SFX, and KBD/KHD are probably instrument stuff. Let me know if you want me to post anything.

edited 6:07 PM EST December 23, 2016
by Nisto at 6:44 PM EST on December 23, 2016
Hmm, doesn't look too promising. Maaaybe in GAME.DAT somewhere, but it's probably a big VFS file which is going to need some work to dissect obviously. Last guess is again, the executable (SLUS_201.60).

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