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by marcusss at 9:43 PM EDT on June 26, 2018
Hi bnnm.
I have some music from a pc game that uses cryo engine audio?

In hex editor the header says CRYO_APC1.20ÿçg.D¬....................blah blah.

Anyway ere are some examples.

APC exmaples

Any help would be appreciated. Cheers !

Mark

edited 9:44 PM EDT June 26, 2018

edited 7:42 PM EDT June 27, 2018
by Ultrafighter at 4:14 AM EDT on June 27, 2018
Hi Bnnm, of course it's quite sad to hear bad news about Rock band but at least there's hope for Saints row. Did you bring up that WMA issue on FFMPEG support forums so that they tried to fix it? Just wondering.

Also I'm posting another pair of samples, I hope you'll be able to dedicate some time to them. The 1st VG is Guitar hero - Live for X360 (actual ingame tracks might be encrypted but I usually hope for the best) & the 2nd one is new Need for speed - Hot pursuit (I'm reripping PS3 ver. and have stumbled upon a few unplayable SPS files, there're definitely some BGMs among them so that my set won't be really complete without them).

GHL uses *.wem files for previews, ingame songs themselves (they should be in stereo) & isolated guitar parts (pairs of mono streams I guess) but there're no RIFX/WAVEfmt headers, only "FSGC" identifiers. Maybe it's not a meaningless placeholder in place of a real header but some kind of pseudo-header with the most basic stream specs? As I said earlier I tend to believe in the best...

NFS uses mostly playable *.SPS but some don't play, EALayer3 converts them all (well 1 file doesn't dump to normal MPEG stream but it might be an insignificant stinger, I included it too just in case) but resulting MP3s are typically much smaller than corresponding SPSs, can the latter contain multiple tracks or more than 2 channels and we have to specify some start offset to extract all of them? I hope you'll clarify this!
Anyway it'd be better to have those added to VGMstream if it's possible. I think they shouldn't be much different from the main bulk of SPS files and it won't be very hard to add or fix them (wishful thinking again).

Best wishes!
by AceK at 11:01 PM EDT on June 28, 2018
Question about the .txtp format. Does it support "dummy" channel input strings of some sort?

I am looking into doing a proper 5.1 mix channel set, and while most of the tracks do work out correctly by having 6 separate audio-channel files (contains a dummy sub channel), there are some tracks that only has 5 audio-channel files (which excludes the sub channel entirely).

As a side note, there might be other games that formats the channels differently, and if the files are in stereo, that could be a problem. If possible, I think a format_channel string could work things out. Naturally, .txtp follows the .wav channel layout.

.wav:
0 = Front Left
1 = Front Right
2 = Center
3 = Sub
4 = Rear Left
5 = Rear Right

.ogg:
0 = Front Left
1 = Center
2 = Front Right
3 = Rear Left
4 = Rear Right
5 = Sub

If there were .ogg files, it would have to also be formatted differently in this case. The original format can be left blank or follow a style similar to this:

(format_channel = 0,1,2,3,4,5)

with .ogg files in mind, it can be modified to:

(format_channel = 0,2,1,5,3,4)

Could implementing something such as this work out?

edited 11:13 PM EDT June 28, 2018
by bnnm at 6:06 PM EDT on June 30, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add .mus Ogg [Redux - Dark Matters (PC)]
- Add .vai/apc extensions
- Add hca keys
- Add vgmstream version in foobar's file properties
- Fix The Bouncer .vs (.str)
- Fix some .joe looping jingles
- Allow extensionless files in Winamp [Baten Kaitos 2 (GC)]
- Allow extensionless files in foobar [The Last of Us (PS3)] (by shawwn)

(note, test.exe and xmplay already handled extensionless files)

For people with problems playing brstm or whatever, now check the properties dialog (right click > properties, then "details" tab), it should show "<VGMSTREAM VERSION>: x".

***

@Nicknine - I'll add them eventually, meanwhile TXTH vai aif (maybe rename .aif > .aiffl for foobar)

@AnonRunzes - I think those partitio things were used in other Quantic Dream games.
To understand them better I hope you can post a bunch of non-audio files and also audio/non-audio from other games (Fahrenheit?) if possible.

@marcusss - .apc try TXTH.

@Ultrafighter - .wem are encrypted. .sps are missing the header, bad rip?
WMA was already reported, but chances are I'll have to fix it myself, and that takes a lot of effort.

@AceK - I'll make a note but I think those features would be quite time consuming to add.
Btw, some formats (ex. XMA/Wwise) have channel mapping info included.
by AnonRunzes at 6:44 PM EDT on June 30, 2018
>To understand them better I hope you can post a bunch of non-audio files and also audio/non-audio from other games (Fahrenheit?) if possible.
will do
by marcusss at 1:55 AM EDT on July 1, 2018
@ bnnm : Thanks for the txth file as all the music plays!!
by Ultrafighter at 8:46 AM EDT on July 1, 2018
@Bnnm - about NFS:HP: this is how the files originally were, just multiple *.SPS tracks in 2 folders (SOUND\STREAMS & UI\STREAMS). The 1st folder I mentioned contains playable ambiences (16 streams) & 3 unplayables (ambient SFX too?) but the 2nd one only stores unplayable SPSs.
So can unplayables be made playable somehow? Could snr-make.bms help us or SNR+SNS is another format entirely?

In regard to Saints row 2: I don't think you should go into such lengths with XWBs, if I had had any idea about horrendous quality of PC banks I'd have never even started ripping that awkward port.
Anyway I'm currently working with another version which is easier to rip and has much higher audio quality, I guess we can all forget about Windows/Steam ver. now.

Bye!

edited 8:48 AM EDT July 1, 2018
by Nicknine at 1:01 PM EDT on July 1, 2018
Speaking of SPS files, I've looked into Frostbite Engine games and it looks like SPS parser needs additional work. These files in Frostbite can apparently contain multiple sounds (these may be variations or segments), each with their own header. Also, header may not be at file start, a lot of files have it at random offset. The unknown data sometimes present at the start appears to be "seek table" - it can be located before the segment or after the segment. Information about the segments is stored separately inside EBX files (these are so called asset nodes which may contain configurations and/or reference data chunks). I'm not sure if segment information can be found in SPS files, though.

nfstr.zip

Here are some samples from Need for Speed: The Run (PC) with EBX files converted to TXT. I don't think it has any files with multiple segments but this should still help.

EDIT:
Granted, this assumes we're working with raw audio chunks, perhaps they're meant to be cut using the data from EBX files. The problem is that EBX files contain only duration of each segment, no size or sample count. Is there data size in the header of SPS file?

edited 10:22 AM EDT July 2, 2018
by Ultrafighter at 4:58 PM EDT on July 1, 2018
And Bnnm, here's 1 more fact about NFS:Hot pursuit: I've just compared those troublesome SPS tracks from EUR ver. to their US counterparts and they're exactly same in both releases. I guess this rules out the possibility of a bad rip / low quality dump?
Later!
by TheGoldenChild at 5:53 PM EDT on July 1, 2018
Hello, I was wondering if I could have some help in this topic? Is there anything that can be done with the Wav's that I provided?

https://www.hcs64.com/mboard/forum.php?showthread=56642&showpage=1

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