.txth With Foobar2000 for Punch-Out!! Wii Audio by HiddenRulz at 4:31 PM EST on January 26, 2022
Apologies to post again so soon, but I have another set of new questions!
I've been trying to modify the audio of Punch-Out!! Wii but I've run into a snag. The default interleave for the wwise header is 0x08 according to vgmstream's code, but the converter I use for audio files sets the interleave to 0x10. To be sure if the interleave is the problem, I want a way for vgmstream to use the interleave as 0x10 rather than 0x08.
I've tried to use a .txth file with vgmstream's Foobar2000 component to force vgmstream to read the interleave as 0x10, but it doesn't seem to work. If at all possible, can someone tell me what I'm missing or doing wrong?
The 9739285.wem and associated .txth file is meant to be my first attempt at making a functioning .txth using the original audio from Punch Out!! The Bad Apple version is my attempt at importing custom audio, which is what I plan to use to test whether the 0x10 interleave is the problem for static.
.txth is intended for unsupported files, so it's never used if the format is playable as-is (like .wem is).
Easiest to force usage of .txth would be renaming extensions from .wem to .vgmstream (for example), since vgmstream allows only some extensions for wem.
As for your file, it plays correctly when renamed and changing interleave to 0x10 (also set start_offset=0x100 and num_samples=data_size), so you'll need another converter. IIRC vgaudio (https://github.com/Thealexbarney/VGAudio) encodes various types of DSP, so could be useful.
Thank you very very much! Your help has been invaluable and with this I now know exactly what the issue is to make this work. (Unfortunately, I'm not a programmer in any real capacity, so I imagine I may be having a tougher time here soon...)
VGAudio is what I use to convert normal .wav files into .idsp files, so that I can port them into the game. However, I don't know how to change the amount of bytes per interleave in VGAudio, the closest I can get is finding the IDSPConfiguration.cs where it mentions the default amount of bytes is 16. I need it at 8 hehe, but try as I might I can't find where in the code it has the default set at 16... Hopefully I will be able to find it somewhere, but then I don't know how to run the code itself haha. Excel might be my best bet at replicating it.
Oh well, at least I understand how it works! You've done so much for me, thank you!