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by marcusss at 9:51 PM EDT on March 30, 2017
Edited

edited 4:51 PM EDT March 31, 2017
Finally by ckcu at 4:02 AM EDT on April 2, 2017
After I totally uninstalled foobar2000 1.3.14 and re-install 1.3.15 beta 1, the vgm component is now normal. One can't just install 1.3.15 beta 1 over 1.3.14 if they have run into the "failed to load" situation.
by Ultrafighter at 2:57 AM EDT on April 3, 2017
Hi Bnnm, I'm wondering if Atrac9 codec can be implemented into vgmstream. I know there's at9tool for decoding ATRAC9 tracks to PCM but it's sometimes so embarrassing to convert a few hundred MBs worth of 96 kbps *.at9 files to 6 or 7 GBs of WAVs (it's the case with BlazBlue: Chrono phantasma extend)...
I've already listened to a dozen or so rips from Vita but only found some different audio format in a single one of them (OGG in The binding of Isaac: Rebirth). I guess that demand for easier way to listen to those AT9s should be pretty high, am I right? The best solution would be playback of such files with help of VGMstream, of course.
Bye!
by AnonRunzes at 11:13 AM EDT on April 3, 2017
@Ultrafighter - To be honest though, I think ATRAC9 decoding through ffmpeg is more fitting considering it can handle tons of lossy codecs. Only then vgmstream support for the format is actually possible.

edited 11:29 AM EDT April 3, 2017
by bnnm at 1:45 PM EDT on April 3, 2017
latests vgmstream changes
- Added FSB5 HEVAG [PSVita sfx]
- Fixed some MCA v4 and relaxed looping checks [MH3U (3DS)]
- Added partial Wwise support (PCM/DSP/AAC/HEVAG)
- (dev) moved Wwise DSP parsing from riff.c to wwise.c

***

~2012+ Wwise files should be named .wem (even if your .bms/extractor outputs .wav), some files may not be properly detected otherwise as they deviate a bit from the WAV/RIFF spec.
They changed the exts/format from .ogg/.wav to .wem in the 2011.2 SDK (~July 2011), you can keep older games as wav/lwav or ogg/logg.

@Ultrafighter - It's technically possible, since they leaked Sony's decoder DLL.
But unless somebody actually reverse engineers it I wouldn't expect much...
(incidentally PS4 uses ATRAC9, while XBone still uses XMA)
by Knurek at 2:05 PM EDT on April 3, 2017
@bnnm: No build up yet? Last one on github is from 8 days ago, does not play WEM for me.
(Admittedly, I only tried WiiU ADPCM ones from The Wonderful 101, but still)
by bnnm at 2:08 PM EDT on April 3, 2017
I forgot to launch the uploader.bat, derp.

EDIT: seems like Bayo2 and W101 use Wwise IMA (not yet supported) rather than DSP. Most curious.

edited 4:12 PM EDT April 3, 2017
by kode54 at 11:37 PM EDT on April 3, 2017
The API of the Atrac9 DLL is already known, I think, but I will not be implementing it, because that would mean either bundling or expecting users to find a copy of it to use the component.
by Knurek at 12:17 AM EDT on April 4, 2017
@bnnm: Bayo2 has also ~30 files that use Vorbis.
And it has RIFF header with Big Endian values for some reason. :\
by AnonRunzes at 10:55 AM EDT on April 4, 2017
Wouldn`t coding the ATRAC9 codec from scratch be a more satisfactory solution?

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