SMG2 Aw Files by dj4uk6cjm at 4:27 PM EDT on June 5, 2013
Has anyone figured out how to extract the wav samples from the aw files in the audiores folder that resides in the super mario galaxy 2 iso? I've tried 2 methods audio ripper described
"First, extract .aw files (in /AudioRes/Waves) and SMR.szs from image. Second, use yaz0dec.exe (in szstools) to extract "SMR.szs 0.rarc" file from SMR.szs, and rename it: "Z2Sound.baa" Third, put "Z2Sound.baa", "baad.exe" and "wsyster.exe" into the directory of .aw files Fourth, type these in Command Prompt: baad Z2Sound.baa for %1 in (*.wsys) do wsyster %1"
and
"yaz0dec SMR.szs ren "SMR.szs 0.rarc" SMR.baa baad SMR.baa for %%1 in (*.wsys) do wsyster %%1 del SMR.baa*"
Took me a while to figure out he was talking about a batch file...didn't work for me.
All I really want is the wav sample instruments, not the sfx. Lemme see if I'm doing this right V: Am I suppose to have the batch file in the same directory for it to work?
Okay the second method works, I got it to work. Exactly 2799 samples 153MB worth. That's minus the other files that were in there that were or were not samples lol and idk benjamin im not a looping expert :P but i am thinking of using these to create a soundfont for my own personal use.
This probably works for TP too if i rename the Z2Sound.baa to SMR.szs, im gonna try it. :)
Edit: Nah doesnt seem to work after renaming so i guess there currently is no way of extracting samples from TP yet.
Software like Awave Studio can scan an audio file and suggest a loop point for you. It might not be the exact one Nintendo made, but might be pretty close.
Yeah im looking though and listening to the samples to see which ones are instruments and which ones are just voice sounds, not going to use the sounds just the instruments. This should be easy but will take a fairly long time and I have noticed that while some need to be looped a majority of them do not actually need looping like the long strings and brass which is good because I always test my samples out looped and non-looped to see how they sound before making the final version.
God I love how much percussion is in this :) lol and I might not need to add reverb to these samples because some of them already have it in them but I will if i have to.
Even if they're long they still need looping, because playing them on higher pitch will shorten the notes and then it might cut off before you want it to.
Yeah that's true and unfortunately I don't have the original copy of the SMG ISO anymore so I can't make a soundfont of that yet until I find it again :P but anyways heres all the instrument sample files untouched or anything here for super mario galaxy 2.
Progress so far? I got 4 samples done -_- lol yeah I need help making an endless loop like this http://www.freesound.org/people/arightwizard/sounds/172117/ i dont know how to it with awave studio. :(
They still have to be looped anyway. Anyways I figured out what I was doing wrong thanks to a little help, the songs weren't looping right because I didn't copy and pick out a part of the song, paste it at the end, extended it and loop it that way. Awave Studio is making the loops sound too clicky and very jumpy making it sound terrible like 8bit unless they are suppose to sound 8bit which I completely have no knowledge of...
Now after the extending part all I have to do is adjust and smooth out the region borders and it'll sound right supposedly if I ever find a way to do that that is.
I don't have Windows up right now, but Awave Studio converts all samples to 8-bit by default. Open up the sample properties and on the right there will be a dropbox saying something like 8-bit PCM I believe.
Thanks i'll try that and got an update: Paulstretch works :) I don't need to find the sustain point anymore, heres an example = old version http://www.mediafire.com/listen/7p8fvqccvqtf3q6/Old_Version.wav and the new version http://www.mediafire.com/listen/dfag5txe05b9kp2/New_Version.wav.
Sounds pretty good huh? This doesn't come without some problems though, the sound can get a little loud if held on key for a long time and i have tested it but other than that it seems fine.
There is a small click/pop at the end but that can easily be fixed ;) one more thing, the sound completely drops if you tap the key just once do i need to add some kind of reverb or echo to make the note vibrate with just the tap or should i leave it as is?
Why did it become stereo? The samples should remain intact as they are in the game, they only need proper looping. The MIDI files have reverb programmed into them, or something similar.
Looks like paulstretch outputed the file to stereo and there is no option to change the setting to mono or stereo in the program but i'll think of another way to loop it hopefully... and midi files? I was only able to extract the wav samples didn't get any midi files.
"so loop is all that is needed then and nothing else?"
Exactly!
By the way, I know you said that was a test soundfont, but do you know how to merge and map different samples to the same instrument? Like all the piano samples in one. If you know what I mean.
Also, can you zip it and upload to http://sendspace.com? So I don't have to download them one by one. :)
Sure, I made a backup copy of all the original samples and even split them into two separate folders. One for the instrument samples and the other for the purcussion to help identify which is which.
http://www.sendspace.com/file/fpu2oz
I haven't had time to rename all the samples to there original instrument names like piano, french horn etc. same goes for the purcussion but if you or anyone else would like to do that for me that would help :) and I could spilt down all individual samples to there counterparts for specific soundfonts, for example all piano, marimba, french horn etc. samples would be in separate sf2 files.
Edit: Direct download method of the same zip if above link is broken.
Beta v1.1 of the SMG2 soundfont is out and with better loops! Get it here now!! Sadly I wasn't able to loop them all. some were just unloopable or sounded terrible to the ear, meaning I listened to them all with different kinds of loops i tried and to no avail but i may keep working on them and see if i can improve them a little more, most of the ones that did loop were not too bad :) especially the strings and brass. Give it a try and tell me what you think.
Does anyone have the AW system fully figured out? I mean… there must be info about the sample content somewhere in the files, that shows the sample rate, channels and of course - loop points. I tried to get Awave to loop the piano files, but it failed me, so I started to manually loop them in Kontakt. But I grew impatient too fast and only did a few.
I can't believe the samples are 22kHz. It's not that disc space was an issue, the Galaxy games didn't fill up the 4 GB anyway.
starerik check out my latest update above, hope this helped some and yeah those piano files are a **** to loop lol dammit nintendo why you gotta make it so hard? :(
Hmm...come to think of it, when I first extracted the wav files i did get this other file that came inside the folder with the super mario galaxy 2 samples called SMR.baa.0.wsys. Still there too, could that be some kind of document containing all the AW details and loop points or something? How would i go about extracting this? Audio ripper you there?
The thing is, piano doesn't even loop. I mean.. the sound dies out after a while. So when looping piano samples it just sounds too synthetic after the loop. Not that sampled instruments sound real to begin with, but you know.
Yeah, I don't know anything about these formats, but the info file should be in the same folder as the samples. And that one could be it, but I don't know. I hope someone figures this out sometime.
There is also the possibility that some of them not all have to be looped at all, you know I've been thinking about what you said about the games audio engine and all? If it is possible that it has it's own artificial reverb or something then maybe we don't need to loop them, just a thought/theory but I actually hope that's the case because the way it's looking right now...hm I don't know lol.
I've also thought about it might be possible that the piano doesn't need looping, but I can't know for sure without seeing how long the notes in the MIDIs are.
Melodyne could do it, it converts monophonic wavs to midi nicely and is considered the best wav to midi converter software out there. I would try it myself but my trial version of melodyne expired months ago and I'm not paying $300 to $400 dollars just to do it anyways :P but other wav to midi converters work just as well too like intelliscore but not sure of the results though. It's worth a shot.
Heres the unknown file if anyone can or know how to extract it, could have some viable information on the AW wavs in that one file but I really don't know since it's only 10kb...
No, I meant the song MIDI's where samples are used! :) Sorry that I was unclear. If the piano notes in the Galaxy music are shorter than the sample, there's no need to loop them.
Oh my bad lol that's okay, I am a total noob at hex editing but I looked at the file in a hex editor (HxD) and there were alot of words and symbols. Couldn't make out most of them but at about half way down toward the end there was a line that said B00mahit_0.aw, could mean something but I don't know.
Man making this soundfont is harder than I thought or should I say looping is harder actually.
Just think if we do get this soundfont complete we could remake the super mario 64 music with super mario galaxy instruments! Yes that is my goal to remake all the super mario 64 music super mario galaxy style haha wouldn't that be awesome? :D
I prefer the original samples. :P Didn't much like the remix of SM64 Main Theme in Galaxy 2, it lost all its personality and sounded like the re-arrangement from the Mario & Zelda Big Band Live concert. It used too many real instruments. Didn't even match the Galaxy sound.
But hey, that's me!
I have a question for anyone who's reading: does the AW extractor extract the actual wave files or does it just convert to WAV? Sample loop points could be lost in the translation. Nintendo always use AIFF format for wave files. Well, they did anyways. Can't find the info in the dev documents. I've looked through the GameCube and Wii dev manuals for anything helpful, but AW can not be found anywhere.
I don't know about WAV, but AIFF can include loop points.
Lol yeah but that's what I meant, using the original samples ;) I have a copy of all the original midi files from SM64DS which is basically the same as SM64 and the DLS samples. You could easily replace the dls samples with super mario galaxy 2 soundfont and they would sound exactly like SM64, just galaxy style :P something I might work on in the future if we ever get this soundfont finished that is.
It's cool I know how to identify sample instruments by ear with training of course. XD
I haven't worked on this much anymore, if anyone is still interested in taking their hand at looping the samples let me know. I would gladly like to see this one finished.