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by hcs at 5:31 PM EDT on June 14, 2008
I assume sadl is for "little endian", and sadh is for "big endian". sadh seems to be DSP, sadl is probably NDS IMA ADPCM but I can't tell at a glance. I'll see if I can have 'em supported, I have a few other possible additions to vgmstream to work on today.

This is still the wrong thread for this request, oh well.
by hcs at 7:37 AM EDT on June 15, 2008
Ok, after poking at this all day (building the same code, with dynamic libraries, for Linux and Windows and also on Linux and Windows, isn't easy enough), here's vgmstream r247.
Supports sadh (at least the one that souma posted), which sounds pretty cool.
Also (and this is an IMPORTANT POINT) supports looped ogg vorbis. The loop point is read from a comment tag called loop_start or LOOP_START, which specifies the sample number of the loop start. The loop end is assumed to be the length of the stream.

Because of the addition of ogg vorbis, you may need to install some dlls in order for in_vgmstream and test.exe to load.



Regarding sadl, I still think it is ima adpcm, but I got as far as determining that I couldn't find a sample rate in the header before I gave up.

edited 7:54 AM EDT June 15, 2008
by souma at 8:20 AM EDT on June 15, 2008
I feel glad just to listen to BGM of Shiren3.
Great job....!
by Gedankenschild at 4:11 PM EDT on June 25, 2008
I spent some time testing a few tracks with the latest vgmstream and encountered some issues:

1) Metroid Prime

- There's a click sound at the beginning of "over-worldL/R.dsp".
- Trying to play "sam_samusappear.dsp" crashes Winamp. Removing the "r" from the end of the track name solves this. Obviously vgmstream crashes when not finding the (nonexisting) L-file.

2) Paper Mario: The Thousand-Year Door

This is not a serious issue, but I thought I'd mention it.

There are a number of tracks that aren't supposed to loop and are instead restarted from the beginning by vgmstream.
Two of these I noticed to also have click sounds when looping back to the beginning (and only then):
"sys_demo2_32k.stm" (the intro - when Peach gets the map) and "evt_ed4_32k.stm" (from the Ending)

Hope this helps.


edited 4:11 PM EDT June 25, 2008
by nensondubois at 4:59 PM EDT on June 25, 2008
in_cube is better.
by bxaimc at 5:17 PM EDT on June 25, 2008
in_cube is only better right now because its a finished project. vgmstream is still under testing with updates being added constantly so its still not perfect. when it does support everything in_cube supports and more, it'll be better than in_cube :)
by Omochao at 6:14 PM EDT on June 25, 2008
I actually can't get the newest plugin to work for Winamp. I have the .DLLs, and can get test.exe to start.
by hcs at 9:05 PM EDT on June 25, 2008
regarding Metroid Prime overworld: that is a known issue, I had a specific hack in in_cube for that track. Maybe I should do it again, I don't know.
Regarding the other track crashing, that I did not know, thanks for the heads-up, I'll get it fixed.

For the PM2 tracks that aren't supposed to loop, did they loop in in_cube? If so then there isn't much I can do, to the best that the file tells me they loop.

Regarding not working: are the .dlls in the directory with winamp.exe? Are they the exact dlls that I link to in the readme?

Fixed dual file crashing as of r259, in my defense it was caused by an untested change made for the conversion to virtual STREAMFILE.

edited 10:17 PM EDT June 25, 2008
by Gedankenschild at 7:50 AM EDT on June 26, 2008
This Metroid Prime overworld thing is interesting...
Is there a problem with figuring out something in the format or is the track recorded that way?

Concerning the Paper Mario 2 tracks:

The tracks loop the same way in in_cube, but I didn't really mean to complain about that.
I see that if the dsps aren't specified as non-looping tracks, there's nothing vgmstream can do about it.

But while testing them with in_cube again I realised something:

The problem I described about the two tracks clicking when looped back to the beginning isn't there in in_cube!
It seems to me that this affects only tracks that start really abruptly und loud, maybe that's interesting to note...
by hcs at 9:28 AM EDT on June 26, 2008
I think there must have been a problem with the Metroid Prime source file, as otherwise the .dsps in that game follow the spec precisely.

in_cube smooths over the transition when looping, vgmstream avoids doing so unless I have determined that a format was generally made in ignorance of proper looping. This forces me to do the looping carefully. Most of the Paper Mario 2 tracks loop properly without having to fudge things.

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