Someone Remind Me How to Rip Sound Effects from .aw/.baa/JaiSeq.arc by Kurausukun at 5:47 PM EDT on May 8, 2017
So this is basically BMS, but I don't need instruments, I'm just trying to rip the voices from Double Dash. I remember ripping the samples from Mario Galaxy a long time ago and I'm pretty sure it used the same formats, but I cannot for the life of me remember which programs I used and why. Sorry to ask people to do busy work for me, but does anyone know what the relevant thread(s) is/are?
by ArcticJaguar725 at 2:00 PM EDT on May 11, 2017
https://www.hcs64.com/mboard/forum.php?showthread=22046&showpage=0

Here's one of the threads that worked with AW files. You should need baad, wsyster, and maybe yaz0dec to extract everything iirc.
by Kurausukun at 6:00 AM EDT on May 15, 2017
It almost works, but I only get stuff out of a few files. First, I run baad.exe on GCKart.baa, which gives me 3 .bnk and .wsys files, corresponding to the aw banks NintendoLogoMario_0.aw, se00_0.aw, and bgm_0.aw. There's some nice stuff in there, but it's not what I'm looking for (I'm looking for the character voice files). The other three .aw files that are not ripped are Voice_0.aw, SelectVoice_0.aw, and CommendationVoice_0.aw. Additionally, baad.exe gets partway through, but runs into an error. Here's the output:

"bst "    00000154    00008254
"bstn"    00008254    00011714
"ws "    00000000    00022240    ffffffff
"ws "    00000001    000169c0    00000000
"ws "    00000005    0001e8a0    00000000
"bnk "    00000001    00011e14
"bnk "    00000000    00021d20
"bnk "    00000005    0001b800
unrecognized chunk, bsft (62736674)

And if it helps anyone nice enough to try and decipher this, here are the files I'm working with:

-6 .aw files (mentioned above)
-GCKart.baa
-GCKart.bsft
-GCKart.bstn
-JaiSeqs.arc (this one is probably unnecessary for this)

dumpaw.exe is also a no-go; it dumps a few files, all of which are the same length, and some of it is horribly off-pitch and tempo, and some of it is just plain static. So yeah, I'd be grateful if anyone could tell me if this is possible or not.
by MrSinistar at 12:07 AM EDT on July 9, 2017
I think there's a glitch with wsyster, as it doesn't parse through the entire WSYS chunk. I was able to extract the sounds from the GameCube BIOS but initially, I was unsucessful as it would only extract a couple of sounds. I would have to manually go in the WSYS file and change the offsets and loop point info so that I was able to extract the remaining sounds correctly.
by Jasper at 11:59 AM EDT on July 10, 2017
Use my vgmtrans build. Using wsyster / baad as a base (and plenty of my own research), I've added support for exporting those soundbanks.

Copy GCKart.baa into AudioRes/Waves then open it in this vgmtrans build.

https://ci.appveyor.com/project/magcius/vgmtrans/build/artifacts
by Kurausukun at 9:00 PM EDT on July 10, 2017
Did you test this specifically with Double Dash? I copied GCKart.baa into the Waves folder, but when I drag it to the VGMTrans window, it crashes due to an assertion failure. I could be doing something wrong though--it looks like it gets through 3 wavs and then crashes.

By the way, that's super cool. That makes two useful formats you've added to VGMTrans.

edited 9:01 PM EDT July 10, 2017
by Jasper at 4:20 PM EDT on July 14, 2017
Yeah, I've made it work with GCKart before. I've heard people are having issues with it though -- I'll see what I can track down.
by Unibunt at 6:20 PM EDT on July 17, 2017
I've had this same problem before, except with SMG2. It's possible that the type of rom/iso you have impacts whether it'll work or not. I've noticed that VGMTrans crashes with that same error whenever it tries to load a 0 kb .aw file, so that's most likely the cause of the crash.
by Kurausukun at 5:46 PM EDT on July 18, 2017
None of the files from Double Dash are 0KB, though. You said you've had the same problem, but did you work around it somehow?
by Unibunt at 3:39 PM EDT on July 19, 2017
I wasn't really able to find a workaround that 100% worked, the only way I was able to "solve" the issue was by putting the 0 kb .aw files into a different folder. Unfortunately, this meant that only a few soundfonts would actually export correctly. Since we don't have the same issue though, this solution probably won't work for you.


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