Flipnote Studio 3D Sound Format by sudofox at 3:22 PM EDT on July 12, 2018
Hello,

I'm part of a small group working on reverse-engineering a proprietary format from a Nintendo 3DS app called Flipnote Studio 3D. The format is used to store user-generated animations, which can include a few audio tracks recorded with the console's microphone.

We're currently trying to identify the audio encoding that these recordings use. So far, the closest result we've managed to get was from decoding as adpcm sampled at 16364Hz with nibbles flipped, however the output still sounds much worse than what can be heard in the app and includes random bursts of static.

Raw audio data:

https://lightni.ng/kwz_audio/raw.bin

Our attempt at decoding (using sox -t ima -N -r 16364):

https://lightni.ng/kwz_audio/decoded.wav

What it sounds like in the app:

https://lightni.ng/kwz_audio/target.wav

Any help would be greatly appreciated by us and many more!
Flipnote Studio 3D Sound Format by sudofox at 12:59 PM EDT on July 18, 2018
Let me know if there's anything else I can provide here that might help!
by bnnm at 5:10 PM EDT on July 18, 2018
It does look like an IMA-like ADPCM but not pure IMA, I don't think I've seen this before.
Flipnote Studio 3D Sound Format by sudofox at 1:33 PM EDT on July 19, 2018
Some more details here

https://github.com/jaames/kwz-parser/issues/4
[edit] (4 hours left)


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