Can PSX XAs be made to loop? by Tallgeese at 1:50 PM EST on February 28, 2010
I have a very strange question...
Someone is asking me if it's possible to extract PSX games' XA music in such a way that it'll loop as in the actual games. For example, Symphony of the Night's background music.
Not knowing the answer, I ripped the XA using CDMage and VGMToolBox, but it doesn't loop with in_vgmstream.
Am I doing it wrong, or is it simply impossible to make it loop to begin with?
No, the question "Can PSX XAs be made to loop" isn't that stupid. Sure, XA CAN be looped, and i think some rips should loop (like Soul Calibur), it's just that someone has to implement this stuff somehwere into vgmstream (it will be GENH for sure)
Thank you for your response, I feel less silly for asking now.
One thing I am curious about... is the looping when actually in the game part of the XA file itself (like WAV loop points that sadly don't work in Winamp), or is it the code in the games that does it?
It is possible, but it's a bit tricky... If you have 2 files per song for SotN, you have a bad rip... just re-rip it with vgmtoolbox, it will append all blocks to one file
No, it's not a bad rip. Many tracks in SotN have one XA track with the song's introduction and one playthrough of the main song, and a separate XA track for the second playthrough to avoid replaying the intro. See "Dracula Castle" for example.
That's true, but it's just a quick and dirty solution by Konami (SotN is tthe only game where we found this)... If you take a look at both "pieces" you'll notice that the Block-ID byte is in both files the same, in case of XA it means it is ONE track, not two or three or whatever.
BTW: There's still no loop info, even with 2 pieces of a song