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by bnnm at 3:41 PM EDT on July 11, 2017
Some discussion about those here.

I also saw it used in Tales of Zestiria voices, so maybe it's a variation of the codec optimized for voices.
by marcusss at 9:34 PM EDT on July 11, 2017

I used a BNK tool online called bnkbrowser which I was able to search and etract files from the game's large BNK/BNK.DAT files.

The original files are in XMA format but don't play as seem different like you yes it would be great if you can add them. e.

I was just curious how it sounds when I used that transmogrifier script.but yes that xma script works but indeed no loop info.... The original files should have them though :-)

Here are some more files from the game HERE

Actually also when I ripped Dynasty Warriors 7 recently there were 12 songs that didn't play in vgmstream which I think are similar to what we have with Fable 3 - DW7 Unplayable xma

...and Finally I extracted Timesplitters 3 music for XBOX but the files are extensionless ut after playing around a bit using wavm it works but not corretly so getting close to it working.. ANy idea on what correct codec/eXtension is?? here

E.G. cutscene from TS3


edited 11:36 AM EDT July 12, 2017
by kode54 at 9:44 PM EDT on July 11, 2017
The reference G.722.1 decoder is also about five times slower than libsiren.

e: Also, that looks like the loop start behaving incorrectly, rather than playing past the end of the file. Maybe it doesn't support repeating correctly? Needs fixing either way.

edited 9:45 PM EDT July 11, 2017
by Ultrafighter at 2:56 AM EDT on July 15, 2017
Hi Bnnm, may I ask you to look into another small pack of example files? I suppose some of them might be really easy to implement since they're all decodable to PCM with help of ToWAV. But let me have a proper start on this one.
Those convertible files I was talking about come from MX vs ATV: Unleashed for PC and they even have RIFF-style headers, it's just that they're not playable without conversion ATM.
As for Colin McRae DiRT 1 (PC) it's highly probable that they're initially headerless so they cannot be added as-it-is. I hope it'd not be too bothersome for you to double-check my assumption. It should be signed 16 bit stereo PCM (11025 Hz for loc_*.WIP samples & 32 KHz for rp_0*.WIP ones). The former ones seem to be SFX & ambience packs but the latter ones are actual tracks.
Best regards!
by bnnm at 4:00 AM EDT on July 16, 2017
latest vgmstream changes (foobar (may take a few days to update) / test+winamp+xmplay / bug list)
- Added EA SCHl Saturn + MT10 mono/int
- Fixed Maxis XA not working
- Fixed FFTA2 loop 'clicks' in some files
- Fixed little endian PCM BFSTM, BFWAVs (by shinyquagsire23)
- Fixed some Fable 3/Heroes XMA (rename to .xma)
- Added TXTH generic header format
* TXTH format info here
- (dev) fixed some files being incorrectly identified


TXTH info:
- editable text header with simple commands
- similar to GENH but a single ".txth" per directory (or ".ext.txth" or "filename.ext.txth")
- foobar/winamp/etc must accept the extension. Meaning, if you find a new .xyz ext, needs to be added/accepted first or won't play even with a .txth.
** However you can rename to any accepted ext, like ".xyz.vgmstream" (but I suggest you document in the .txth the original ext)
- it has *lower* priority than other formats. So if support for a format is properly added the .txth gets auto-ignored.
** this could change depending on various considerations
- the parser is basic and probably buggy, not very tested
- meant to ease (semi)headerless support/distribution/documentation and (eventual) addition
** ie. rather than telling you "make a GENH with this and that" I can just post a .txth

While ideally all formats with a unique ext or header ID should be implemented directly, there is only so much I can do myself and I'd rather do more complex stuff like new codecs; I think this is an acceptable compromise. Plus it's easy to add a format to vgmstream from a TXTH, could be semi-automated even.

@marcusss, @Ultrafighter, @ChillyBilly: TXTHs (press "download", remove .txt so it ends in .txth, and put in music dir)
Colin McRae DiRT (PC) [toWav didn't work for me so I'm not sure if the output is ok]
Dynasty Warriors 7 (X360) [somewhat playable but this must be de-interleaved with some .BMS I think]
Enter the Matrix (PC) adx/adp/wad [some .wad don't have music btw]
Farming Simulator 18 (3DS)
Left 2 Dead 2 (X360) [a few are unplayable, dunno why]
Mad Dash Racing (Xbox)
Slave Zero (PC)
Timesplitters 3 (Xbox) [rename to something like .vgmstream first]
MX vs ATV Unleashed (PC) - weird RIFF with some new(?) IMA variation (without blocks). I tried stuff but I'm afraid I can't figure out.

#TXTH mini example:
codec = XBOX
channels = @0x08 #offset,LE,32b
sample_rate = 44100
start_offset = 0x20
num_samples = data_size #auto bytes-to-samples
loop_start_sample = @0x10 #in samples by default
sample_type = bytes #change sample meaning
loop_end_sample = @0x14 #now in bytes-to-samples
loop_flag = @0x0C:BE:$2 #offset,BE,16b
id_value = 0x54455354 #"TEST"
id_offset = @0x00:BE #validate vs id_value

by Knurek at 6:09 AM EDT on July 16, 2017
@bnnm: I can't get it to work with the Farming Simulator 18 files.
I put p1d.txth file in the game folder.
.p1d files don't get detected by VGMStream, so I followed you advice and renamed the thth file to .txth and datafiles to music01.p1d.vgmstream etc.
Those I can add to the playlist, but they don't play.
Anything I'm missing? Using XMPlay with the winamp plugin (newest one as the Switch sets play fine)
by bnnm at 8:09 AM EDT on July 16, 2017
Eh, I once again uploaded the wrong thing. Whoops. Redownload!
by bxaimc at 12:27 PM EDT on July 16, 2017
Fascinating, this would help immensely with testing.
by Knurek at 4:14 PM EDT on July 16, 2017
@bx: please help me with the DS Idolmaster. I managed to extract some s14 files from F_BGM.BIN, but most of them don't play properly with VGMStream (and they look like _L/_R split deal).
I'd just genh them, but that doesn't seem to support the codec used.
(I don't like being so close to a good rip. So frustrating)
by Ultrafighter at 4:23 PM EDT on July 16, 2017
@Knurek: yep I was also only able to get it to work playing tracks one by one and changing name of a TXTH file to "filename.ext.txth" each time.
@Bnnm: both rp_0*.WIP files sound really weird, it's like they're slowed down but still have expected play length... I'll keep testing anyway.
So long!

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