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by Sir-Sabin at 12:44 AM EDT on May 28, 2017
Anyways, any ideas on how to extract these games from the games i uploaded to mega?



Link
Sonic Gems Collection DSP files by furrybob at 1:04 PM EDT on May 28, 2017
There are some audio files in Sonic Gems Collection for the GC that VGMStream won't play correctly.
Example

The files are actually standard Nintendo DSP files, except the header doesn't have the channel count and interleave size in it.

The channel count is 2, and the interleave size is 0x1000 frames for all the DSP files in the game. To get the audio to play correctly in VGMStream, you simply need to add these values to the headers. Change offsets 0x4a and 0xaa to the bytes 0x00021000, to make the files valid, standard DSP files.

With that, what do people think the best method for adding support for VGMStream would be for these files since the interleave information isn't in the headers? Should it even be bothered with?


by bnnm at 2:50 PM EDT on May 28, 2017
@furrybob - I'd say add an IF when 0ch+0 interleave defaulting to 2ch+0x1000 (plus a comment explaining it's for Sonic Gems). Fair game if those DSP were found in the wild.

@AnonRunzes - SS2/ADP support is very patchy thus so easy to break and hard to test, I'd rather not.
by AnonRunzes at 3:01 PM EDT on May 28, 2017
Huh.
by mariofan12ify at 3:07 PM EDT on May 28, 2017
I've installed the latest version of vgmstream on foobar, but I don't think it works properly. I tried opening the Sonic & Sega All-Stars racing with banjo and kazooie .str files and they were just the same as last time, being either crackly and gross sounding or doesn't play at all. Any reason/help?

edited 3:11 PM EDT May 28, 2017
Sonic Gems Collection DSP files by furrybob at 4:52 PM EDT on May 28, 2017
@bnnm
The problem is 0ch+0 interleave already means 1 channel, no interleave. The alternative would be to check for a second header, and there wouldn't be any way of doing that without misinterpreting valid, but improbable DSP files.

I just did a more thorough look at VGMStream, and if you change the extension to .gcm, it'll play the Sonic Gems Collection audio properly. (init_vgmstream_ngc_dsp_std_int). I can't find anymore information about that other than Bomberman Jetters might use files in that format.
by Sir-Sabin at 6:08 PM EDT on May 28, 2017
@furrybob

Lego games on the gc use gcm to it

Also how do you make foobar take the extensions in windows 10 instead of doing each one at time?
by bxaimc at 10:49 PM EDT on May 28, 2017
The funny thing is that if I remember correctly, a lot of that code was ported over from in_cube when we had that going. (For some of you youngsters, it was the pre-vgmstream project). Of course a lot of it had to be cleaned up because the way I remember it working was as long as the file had an extension that In_cube recognized, it would try to guess how the file should be decoded based on header checks mostly, otherwise then using the ext if it was a unique/headerless file or if there was conflict going on for example in the case of idsp where in_cube had to go back and check the ext to check if it was actually named .gcm or .idsp otherwise naming almost anything .dsp would have worked.

Also, regarding ADS/SS2

That stuff is the pits. I had to deal with a similar issue years ago with a mega man rip where iirc treated the ads files as pcm instead of adpcm. I honesty don't remember if I actually fixed it in the code or not. But, one of the things you can do now is GENH-ify it (GENH didn't exist back then I think or at least it may have been in its alpha stages where it was coded with Visual Basic from the win 2000 era, maybe earlier, can't remember which one manakoDE was using.)

edited 11:07 PM EDT May 28, 2017
by Vector Harbor at 4:48 PM EDT on May 29, 2017
Hi everyone,

I would like to know if the .xwb files from blue dragon were added to vgmstream yet ?

Because i update to the latest version of foobar and same goes for the components but there are still unplayable...

Any ideas ?

edited 4:52 PM EDT May 29, 2017
by marcusss at 11:12 PM EDT on May 29, 2017
I think last time i checked Blue Dragon the music played but that was a while ago.
by marcusss at 11:44 PM EDT on May 29, 2017
Hi all. I have had a few troubles with riping some games recently.

UT3 for x360
UT3 unreal engine .xxx example
Files crash when trying to extract with latest umodel. Seems slightly different to other games that extract using umodel even though it should work ...Is there a unreal engine 3 bms script to extract from .xxx files? I saw there is a UE4 one for pak?? files. Im probably too tired to notice if there was one as i usually use umodel.

worms fort under siege title No extension and unable to play in vgmstream. Seems adpcm like?? They were extracted from the .aud archive in music folder.


Dungeon fighter live! Fall of hendon myre Supposedly OGG but unplayable so probably somethinf different.just a coincedence it has an ogg extension perhaps..

Binary domain aix with aixp headers AIXP all throughout aix files. I reripped the game but still unplayable and wont rip as hca in vgmtb as some suggested it maybe hca..it does extract to adx in vgmtb but probably wrong as resulting adx contain static-like music.



I also had a crack at TimeSplitters FP for xbox. The music unfortunately is in an archive .pak file..yeah another 1 of 100+ god damn custom pak files. Hahah its header has p5ck ..so far no luck. Can upload when i get a chance.. like 100mb or so.

Any help would be appreciated. Maybe i'm blind or tires but had trouble with these files.

Thanks and sorry to bother you guys

Marcus



edited 12:15 AM EDT May 30, 2017
by Ultrafighter at 2:13 AM EDT on May 31, 2017
Regarding Unreal tournament 3 I can only recommend using HCS64's fsbii.exe on all XXX files with prefix "Music_" or "soundtrack_" or something like that. For example Gildor's standard unpacker (not decompressor) didn't work on WWE All stars or Wheelman (both for X360) so I used that tiny utility by HCS to get FSBs to work with. Maybe Epic games used FMOD containers too and extraction of each and every file out of an *.xxx archive is not really required? It'd be swell and much easier if my wish was made true!
Regards!
by marcusss at 3:12 AM EDT on May 31, 2017
Hi Ultrafighter !

Yeah normally only 10 or so files contain the music in them. Usually the larger .xxx files. I ripped with umodel many times but this time I will try to use another way like you suggested for example.. just to try to grab them from inside (if we kinda know what is inside ) rather than decoding the xxx files.

Btw i took a look at Mechassault 2: Lone Wolf for Xbox. That large xwb music archive file had 99 xwb inside and i did rip GI Joe rise of cobra on xbox360. I found that sb51 movie file. I guess xbox360 and ps3 have the same music.

edited 3:42 AM EDT May 31, 2017
by Ultrafighter at 3:29 PM EDT on May 31, 2017
It's really comforting to hear that GI Joe: The rise of cobra didn't give you any serious trouble. Of course an assortment of tracks, their amount and play length should be more or less the same on all platforms except portables or Nintendo consoles, on the other hand codec which devs chose for the next port of the game has to vary on most / all platforms.
It's obvious I'm expecting both stereo / mono & 5.1 XMA2 files on X360 but technically speaking developers could use FSB MPEG there too (and they could choose PlayStation 4-bit ADPCM instead of FSB MP3 on PS3).

As for identifying contents of sound archives I'd say WinHex or any similar editor (but not notepad, for the love of god!!) helps a lot, simply open a file that is being inspected in it, use Ctrl+F4 shortcut and look for some of the most common codec identifiers: FSB3 or FSB4 (maybe even FSB2 & FSB5), RIFF & WAVEfmt, maybe even XMA. Such editors are not convenient for extraction of many individual tracks by hand and this is when QuickBMS & Alpha23's generic splitter script step on the scene.

And the last: it's possible that your new Mechassault 2 set is gonna overwrite my previous one but we still have this even older version with transcoded movies but the same 99 tracks.
Anyway your variant is still welcome, maybe it'll be the 3rd one to be archived in VGM collection as well as other ones, he-he... I mean what if they'll all be on servers at the same time? In any case it's up to Knurek to decide which one to delete and which one to save...

Later!
G.I. Joe XBOX360 and MechAssault 2 XBOX by marcusss at 9:24 PM EDT on May 31, 2017
Hi Ultrafighter,

I couldn't really find anything else for the XB360 version of G.I. Joe. The Mono folder has no music just SE. There were indeed Stereo and 5.1 music folders plus plenty of decoded ADX audio from those USM movies. The 5.1 music are FSB4 Mpeg 5.1 @ 588kbps. The total size is 600MB

MechAssault 2 for XBOX has 99 XWB audio that I found. Another time I can check more but I couldn't find much else so gave up. I did get BIK audio from a few BIK movies using BAU codec.. SOme play in VGMStream but some crap out. HA HA...But they all play with VLC.

Oh yeah one of those XWBs is 8 bit (Music.DVD_050.xwb) and contains static when played but when decoded to PCM sounsd fine.. I kept both files in the rip.

Today I had fun ripping a game for the XBOX360 called The Cave. The game had lots of music files with FSB extension but none played. Turned out they were encrypted FSB archives. After getting the password I decrypted them. The music contains FSB5 and FSB4 packed music. Usually I see one or the other but this game had both.. Anyway I will upload them later. Anyway I felt better once the music played :-)

Also one more thing Ultrafighter
I did process those FSBs in The Crew further and ended up with close to 10hrs of music !! 261 Vorbis FSB files and just 2 XMA :D At least they are tagged. I must have forgot to process them again! BTW song called Electro_Glass_Candy__Digital_Versicolor.fsb & Electro_Blood_Dragon__Sloans_Assault.fsb sound cool haha. Much more music to listen to now ;D

I can upload the rip again or Knurek can just use FSB5_split on the original uploaded FSBs. Either is fine.

One Thing I wanted to ask The VGMStream guys team is about including a .FSBkey? I saw there is an ADX and HCA key file support. In the above case the encrypted FSBs were archives and inside FSBs were not encrpyted of course but should a lot of SINGLE encrypted FSBs pop up it would be great to have a single key rather than having to decrypt each file. I'm sure a script coul probably batch decrypt files so probably isn't necessary but thought I'd ask anyway :-)

Cheers

edited 10:19 PM EDT May 31, 2017
by Ultrafighter at 5:49 AM EDT on June 1, 2017
Hello Marcusss! You don't have to worry about possible incompleteness of the newest rips, I totally agree with your notion in regards to both G.I. Joe & MechAssault 2. You should stop there because you've already found enough BGM & even demuxed videos from these two titles (it's really appreciated in MA2's case since there's some almost clean music in its movies, I mean VGM without any SFX or VO on the background), it's some truly nice work and I commend you for this!

In case you wanna play with guessfsb.exe some more you can try ripping Monster jam (2007) for PC, I originally recorded its BGM while playing the game but later reripped it with that GuessFSB tool & ToWAV (or was it FSBext?) Anyway it happened so long ago I didn't save initial ADPCM files or even decoded PCM WAVs, I only have OGG transcodes now but would like to reacquire those tracks in native encoding. Of course I can post some music samples if you're not so interested but a bit curious to find out what kind of soundtrack that videogame has. But you'll be praised as a forum hero if you process this title without really knowing a thing about its soundtrack!

And IIRC there were both FSB2 & FSB3 archives in Hot wheels: Highway 35 world race (PC) but they only contained SFX + VO, not any VGM.

In regard to The crew: ah, so it turns out I didn't really have to decode all but two FSBs to PCM wave with help of FSB Audio extractor, I could simply use FSB5_split.exe on them! I've already listened through 55% or 60% of game soundtrack anyway. OK, next time I'll use FSB5 Split, it'll save me quite some space on HDD for sure.

BTW aren't three tracks with prefix "Electro_Blood_Dragon__" taken from Far cry 3: Blood dragon OST? I only listened to gamerip quite some time ago so I'm unsure about origin of those compositions.
And a bit more on the subject: there's even a track from Driver: San Francisco, it's Chig_Rock_The_Heavy_How_Do_You_Like_Me_Now_St. However Videogame soundtracks Wiki says that this song also appeared in three (!) more videogames. Well, I'll keep it in mind from now on.

@Bnnm: I'm sorry to bother you but how is it going with the latest VGMStream for Winamp / XMPlay? I wholeheartedly thankful for implementation of MTA2 codec but I absolutely need in_vgmstream & xmp-vgmstream to convert 12ch along with 16ch files to PCM. After that I'll be able to either listen to then via an audio editor or split 'em into a pair of 8ch tracks or 3 individual files with 4 channels each. The latter should be playable in Foobar 2000 but this doesn't apply to 8+ ch. original files, Foobar can't even decode them (I encountered similar problem with Hyrule warriors rip) but XMPlay should be able to do it.
So when can we expect the latest rendition of plugin? There's obviously no ETA but I'll be glad if it happens soon!

So long!
by bnnm at 1:23 PM EDT on June 1, 2017
@Marcusss - .fsbkey is technically possible but harder to implement than adx/hca keys, so not very high on the list.

@Ultrafighter - Seems I forgot to actually upload winamp and co last time.
It happens me sometimes, don't hesitate to ask if it isn't up after I post the changelog.

latest vgmstream (2017-05-21 ver): (foobar / test+winamp+xmplay / bug list)

Didn't realize foobar can't play many-ch files. I'll see if there is something we could do, I've toying with a quick downsampler idea.
by Y.W. Ahn at 2:25 AM EDT on June 2, 2017
By the way, XMPlay input plugin doesn't seem to play some files looping properly, such as .scd files from Kingdom Hearts HD Remixes(I know these files are mp3 files, and looks like XMplay treats them like any other mp3 files...). That doesn't happen to foobar2000 component.(Could not test WinAMP plugin at all, for it crashes for the reason I don't know)
by bnnm at 10:10 AM EDT on June 2, 2017
I'm guessing XMPlay's MP3 decoder ignores the extension and tries to play any MP3-looking file before vgmstream. How strange!

You can fix this (and others) by going to options > plugins > input > vgmstream and in the "priority filetypes" put: ckd,fsb,genh,msf,rak,scd,xvag

I didn't see a way to fix it automatically I'm afraid.
by ChillyBilly at 1:13 AM EDT on June 4, 2017
I'd like to bring up another issue: A while back, I ripped the game Charinko Hero for the Gamecube, and found that the music comes in these ".itl" files that are unplayable (at least for me). I looked into them with a hex editor and discovered they had DSP data, so I tried changing the file extension to .dsp, and found to my surprise that the music DID play.... but it was quite distorted. So I'm wondering if there's a way to make this game's music play properly? Here is a sample file that may prove useful.
by marcusss at 3:18 AM EDT on June 4, 2017
That is because it needs the right DSP coefficients to play properly right?

edited 3:19 AM EDT June 4, 2017
by ChillyBilly at 12:00 AM EDT on June 11, 2017
Got a couple more conundrums on my hands:

1. So I looked into the new Wonder Boy game, and found that the arranged tracks come in these ".fish" files. From what little digging I did, it's apparently a new variant of the OGG format. But now I wonder, can these fishies swim in vgmstream? Here's a sample file:

https://drive.google.com/open?id=0B2lMV7NovfEOQXhqUVl2RUZqbWM

2. I took a gander at the PSN version of Capcom's Jojo's Bizarre Adventure fighting game, and curiously found that the music wouldn't play for me, despite being in .at3 files. I looked at the files with a hex editor and saw they had a "SFH" header in front of the usual RIFF. I tried removing the SFH, but what I got were tracks that start out normal, but immediately turn into a mess of static. So are there any ways to play these, as well? Again, sample:

https://drive.google.com/open?id=0B2lMV7NovfEONFFackVNbnRRRGc


Thanks in advance to anyone who can look into these!
Issue by Hiccup at 6:51 AM EDT on June 11, 2017
There is an issue with this Captain Toad: Treasure Tracker stream - it can't be played (with the foobar plugin, at least).

edited 6:52 AM EDT June 11, 2017
by Vector Harbor at 9:45 AM EDT on June 11, 2017
Use Uwizard : https://mega.nz/#!w10AQAyC!MyNeOeVPdacHnBPW4slS00waQycvmdCVzIB3Pw227MY

by Ultrafighter at 1:56 PM EDT on June 11, 2017
Hi Bnnm, can you look into this file from MGS4? It just keeps crashing both Foobar2000 & XMPlay at roughly 5:50. Is it fixable? I hope so!
Bye!
by bnnm at 5:07 PM EDT on June 11, 2017
latest vgmstream changes (foobar / test+winamp+xmplay / bug list)
- Redone RWS with PCM/PS-ADPCM/DSP/IMA-ADPCM + block support [many games]
- Added renamed .RWS at3 [Climax PSP games: Silent Hill Origins, Oblivion]
- Added u-Law decoder + ULW meta [Burnout 1 GC]
- Fixed some XBOX XAU
- Fixed MTA2 crash with truncated files

(foobar should be updated later I assume)

***

RWS notes:
- missing PC/PS2/Wii/GC PCM and GC DSP support (Wii DSP works, but RWS defines codec IDs per platform), and maybe XBOX WMA (supposedly exists). Examples needed, etcetera.
- 2ch PCM is not working correctly yet [Spyro X360]
- looping not working ATM (need better examples)
- not all .RWS contain music; it's a generic RenderWare extension.
- RWS can be divided into segments (cues, like intro+main, or voice1+2+..N) or substreams. Currently it plays all segments and the first substream.
However substreams may play wrong as I only have one example, maybe they are fake multi-ch (Burnout 2).
You can check the "number of streams" the properties dialog btw.

@Ultrafighter - I've fixed it but the file looks truncated, guess it needs a rerip.

Also: could somebody upload a bunch of EA games' SBS+SBR or SNU (not SNS)? (for science)
by AnonRunzes at 5:26 PM EDT on June 11, 2017
"Examples needed, etcetera."
I only have the Gamecube version of Burnout 2, if we`re talking about "missing GC DSP support". Here are the "examples".
trk01_rws_gamecube.7z
by marcusss at 7:50 PM EDT on June 11, 2017
Deleted ! See below..

edited 1:03 PM EDT June 12, 2017
by Sir-Sabin at 11:20 PM EDT on June 11, 2017
Would someone take a Look at TMNT: Turtles In Time RS (XBLA) and sort Fable Pub Games and Poker Smash (If you have have the time )

Link Link
BURNOUT 2 XBOX RWS Music Files by marcusss at 9:34 AM EDT on June 12, 2017
I can actually confirm the music from the XBOX version of Burnout 2 now work :-)



I see what you mean about the tracks as some RWS files I played had 6 streams for example. So we cannot play the other 5 yet right? Or I didn't figure out how to play vgmstream substreams in foobar.

All the stereo and surround versions etc.. add up to ~ 1.6GB !

Here are 3 versions of the Menu music that work.
MENU RWS


** Oh! also I was ripping Halo 4 for the XBOX360 and came across some xWMA files which don't play in VGMSTREAM.
HERE

...and ripping Singularity for the XBOX360 I came across some .x360audio files. I guess they are a dif type of xma??

Here


Thanks bnnm



edited 11:54 AM EDT June 12, 2017
by bnnm at 4:09 PM EDT on June 12, 2017
Multistream RWS only play the first one, I need more examples to understand them.

Those XWMA have wrong size in the header. They may be incorrectly extracted, or if they are really like that they can be supported in the future.

x360audio is Unreal Engine stuff, unsupported as I think there are many variants; you can create a GENH instead with some effort tho.
by AnonRunzes at 7:25 PM EDT on June 12, 2017
@bnnm - "Multistream RWS only play the first one, I need more examples to understand them."
Here:
trk02_trk03_rws_gamecube.7z
by marcusss at 8:34 PM EDT on June 12, 2017
I can send a few of those xbox muti stream rws.later I will do so.
by marcusss at 10:44 PM EDT on June 12, 2017
@bnnm :


Thanks for the reply.
Halo 4 has lots of working wwise music files which were extracted along with ~15 xWMAs. Unfortunately most are decent sized music..3 or 4mb in size. The wwise work so maybe the xWMA are that way but will try again to extract the files or a different program.

Hopefully in regards to the x360.audio it can be supported some day.
by Ultrafighter at 5:32 AM EDT on June 13, 2017
@Bnnm: here're some Jacked example files, if you want more Xbox ones just tell me and I'll provide them rather swiftly.
BTW thanks for the latest rendition of VGMstream, great work as usual!

@Marcusss: I'm actually interested in Singularity score, I hope you'll finish it at some point and add it to VGM archives (or at least post it here)! Maybe this Alpha23's script helps you and it's actually able to extract XMAs with headers probably contained in *.x360.audio files, who knows? Those containers might be quite simple and pretty standard *.SoundNodeWave ones, devs changed their extension for their convenience or something...
Anyway it's up to you to figure it all out!

Later!
by marcusss at 6:41 AM EDT on June 13, 2017
@ Ultrafighter

Most music from Singularity works and are XMAs if I can remember just the odd 10 files or so have the x360.audioextension. it was slightly painful as there were 104,000 or so extracted files. Heh I just cut out anything below 100kb or thereabouts. Hah
by bnnm at 1:15 PM EDT on June 13, 2017
@Marcusss - Ah, those XWMA are actually Wwise too, rename to .wem.

If you are using umodel to extract Unreal Engine games, IIRC it manually adds a XMA header to the .SoundNodeWave / x360audio, but sometimes fails and extracts the original file instead.
by marcusss at 7:33 PM EDT on June 13, 2017
@bnnm well I didn't think that would work. Those xwma files are all wma9 professional music files wma extension doesn't work though as I thought I'd try that so guess is audiokinetic wma9ro??.. Interesting..they seem to be locked at 48kbps so but at least are large lie 6 mins to 9mins for some.

BTW the x360.audio from singularity look similar to these wma9pro wem files but have no header.
----------------------------------------------------------------------------------------------------

On another note I was etracting files from TMNT Reshelled XBOX360. After extracting files I came across some BIK files etc.. but Music is most likely stored in BIN files. They have CPBK headers
HERE

must be another of those PAK fies. Anyone interested in takin a look at it? Above I linked a couple examples.

Cheers !


edited 10:29 PM EDT June 13, 2017
by Ultrafighter at 6:51 AM EDT on June 14, 2017
@Bnnm: I've got some samples coming from various EA VGs, it's not much but science is still going to benefit from my upload I guess.
Anyway there're some XBox 360 example files and quite a few PC ones. The former I was able to rip using ea_multi_xma tool and the latter are currently unplayable but decodable by ToWAV, one has to dump them to channel-split PCM tracks though. There're many 8ch. files (those are converted to 4 stereo layers), 4ch. ones (mostly cutscenes) and even stereo examples (stingers and stuff).
I hope it'll be helpful, it'd be very nice if such codecs were supported by VGMstream. Some titles which utilize aforementioned audio formats have pretty good original scores, especially The godfather sequel, so that many VGM fans should appreciate addition of respective codecs to VGMstream's support list.

@Marcusss: I've just gotten an idea in regards to your demuxed BIK files which aren't playable with help of VGMstream. I noticed that you don't always check "split audio tracks" option before demultiplexing Bink videos so some of resulting *.audio.multi.bik files might have much more than just one or two channels. Maybe this is the reason why such tracks don't play, at least in VGMStream (I remember you once said that VLC or some different player can play back such files perfectly fine, is it true?)?..
In any case I suppose you'd better check that option I mentioned, that way you can always leave out unneeded voiceovers (like in French, German or any other additional language besides English) or see how many channels there're to begin with (those *.audio.multi.bik files don't have channel count in their filename, isn't it?). Splitting audio tracks just seems more convenient to me...
It's up to you to decide though.

So long!

edited 8:03 AM EDT June 14, 2017
by marcusss at 7:26 AM EDT on June 14, 2017
@Ultrafighter : Ah i already do that now. I figured out that some extracted songs dont work but will work if i select split multi tracks..still i figured it should still work with it unchecked though but i have been using that option for awhile now rest assured :)

About the above mentioned game the BIKs work ust the game music is stored in a bunch of BIN files using the CPBK header just like other PAK files using similar headers like P5CK so I'm assuming it is archived..


-----------------

Also I was trying to rip music from the latest Wonderboy game It has classic versions using OGG but its new arranged music are in a music stream type called FishStream extension .FISH. The Lua script mentions the true extensions are indeed OGG as well but in Hex its a mess so encrypted/obfuscated? Damn.

Here are some examples from the PC release.
HERE

edited 9:10 PM EDT June 14, 2017

edited 9:12 PM EDT June 14, 2017
by ChillyBilly at 12:39 AM EDT on June 15, 2017
@marcuss: I actually brought up the new Wonder Boy myself a page or two back (along with a sample file). In fact, I've even got the whole music folder uploaded already.... I just haven't posted it yet because the arranged tracks are unplayable for me, too. So here's to hoping a solution is found soon so one of us can post the full rip, yeah? ;)
by marcusss at 12:51 AM EDT on June 15, 2017
Sorry about that ChillyBilly. I didn't notice. Yeah let's hope a solution can be found ! Same goes for TMNT Reshelled whih is a TMNT classic Arcade remake.


edited 12:52 AM EDT June 15, 2017
by bnnm at 1:10 PM EDT on June 15, 2017
It's literally impossible for me to add any format into vgmstream with a single sample.
It boggles my mind you guys think otherwise... it's bizarre! Seriously, think about it!
If you expect support for anything post MANY samples.
by AnonRunzes at 3:15 PM EDT on June 15, 2017
@bnnm - You mean the entire sound directory?
by ChillyBilly at 4:37 PM EDT on June 15, 2017
If it's multiple samples you need, then as I said earlier, I already uploaded the entire music archive:

Wonder Boy: The Dragon's Trap
by bnnm at 5:00 PM EDT on June 15, 2017
@AnonRunzes - Usually a few small, mid and large files is ok.
Like, with small 1ch voices you compare to looping 2ch/6ch music to find codec, loop points, channels and stuff easily. With a single file I'm just staring at random numbers.

It depends on the game though. For instance, Rockstar's AWC (GTA5) uses a variable length header annoying to figure out. It's easier with RDR PS3 that has more distinct MP3 codec data, but I only have a couple of samples, so unless I hunt down more I don't think I can progress much. If I also get X360 versions I could double check more fields.
Some games a certain file triggers the "aha!" moment. Others may use a codec I'm familiar with and I need less samples. Sometimes comparing 2 very similar sized files helps a lot. It's hard to say.

@ChillyBilly - It looks like they are Ogg encrypted with a rolling XOR variety (maybe blow'fish'?). I don't know much about decrypting so unfortunately I can't help.
by AnonRunzes at 5:02 PM EDT on June 15, 2017
@bnnm - Well, I did post here a handful of samples from the Gamecube version of Burnout 2 if that helps.
by Ultrafighter at 5:47 AM EDT on June 16, 2017
@Bnnm - I hope there're enough samples from Dead space [PC]; you just have to tell me if more example files are needed and I'll post them here ASAP. I think that complete set is way too big so it'd be much more convenient if I uploaded bunches of tracks whenever required, it'll definitely save you time and traffic (DL speed varies greatly on different JoshW.Info servers you know).

I'm also wondering if you have plans for RWS-Split or something, a tool in the vein of xwb_split.exe... It'll be pretty useful, I'm sure! If those sound archives coming from both platforms of Jacked is not enough then I'll try to provide RWS audio banks from some other titles (I mean real banks instead of one-track ones which are already supported).
In any case I won't listen to Burnout 2 rip until I become sure all the individual tracks are available. I'm still not so eager to revisit "BO2: Point of impact" original score that I'm gonna listen to untouched *.rws banks copied straight from game disc and simply hope that each of them contains a single stream... This is just not the way!

And the very last thing: are there any plans for implementation of Prototype 1-2 *.p3d files? Was it set on hold because there's not a single P3D sample from Prototype 2 for PC? I'm mostly interested in P2 [X360] you see... If PC examples are strictly needed then I'll see what I can do about it.

Regards!

PS.
Oh, and I suppose you don't need more 2006 FIFA World cup [X360] example files? Sorry for including them in the first place, I figured out that they were not what you were actually requesting.

edited 5:53 AM EDT June 16, 2017
by bnnm at 10:21 AM EDT on June 16, 2017
@AnonRunzes - They do help; I'll take a some time to analyze and understand tho. The RWS format is quite nasty with variable length stuff and many unknown fields.

@Ultrafighter - Dead Space is enough, that joshw set was transmogrified I think (many other EA sets too), FIFA is ok too.
Those Jacked RWS are all SFX packs using a somewhat different format, not sure if you really want them.
Multitrack RWS I think are all multichannel so a splitter isn't probably needed and at worst you'll hear the first 2 channels only, but I'm still investigating. Implementing that is a bit challenging though.
P3D is fine, just need some extra time to implement it.
by Ultrafighter at 5:07 AM EDT on June 17, 2017
@Bnnm - Yep I can't guarantee that Dead space set wasn't header manipulated or custom split or something like that since it's Alpha23's rip, I can assure you that The godfather 2 files weren't changed a bit though. When it comes to the latter I merely extracted GODFATH0.viv & GODFATH1.viv bigfiles with help of Watto's GameExtractor.jar (I heard there's a tiny console program dedicated to unpacking EA "BIGF" or "BIG4" archives but I've never used it myself) and decoded every single *.EXA.SNU track with ToWAV (licensed songs're mostly quad ones, Lennertz's score is stereo and voiceovers're all mono). I don't remember any 4+ ch. files in Godfather's sequel though.
If you're really interested in those Godfather II examples I'll try to reacquire additional samples so I can post them here. It's going to be no problem at all.

As for Jacked PC/XBox RWS banks I'm not actually in desperate need to obtain each and every SFX piece from the title but a chance to double check remaining sound archives would still be nice I think. You see on PS2 platform I could always use Sony ADPCM extractor from VGMToolBox suite or FastElbja's ADPCM Player v1.44h or even good ol' Cube Media Player 2 but on PC/XBox there's no such option, I mean some kind of scanner for contained streams. That's why I've not listened to anything except single-stream *.rws archives from Jacked, "Super-bikes: Riding challenge" and many other old Milestone racing games... yet (this doesn't also apply to Playstation II you know).
This is the reason why I'm slightly interested in further exploration of audio bank contents but I won't seriously insist on development of RWS stream viewer / unpacker, VGMstream support for multi-stream banks or something.
BTW here's entire sound directory of "Super-bikes: Riding challenge" [PC] if it helps in your investigation of sound format, I mean structure of RenderWare Stream files. Or are these examples no longer needed because there're enough samples already (from Jacked or even "Hot rod: Garage to glory")?

It's truly nice to hear such news about P3D, believe me I'll really appreciate implementation of X360 and / or PS3 variant of the format!

Best wishes!
by ChillyBilly at 12:59 AM EDT on June 18, 2017
Hm, so it looks like Wonder Boy's still a no-go for the moment, huh.... well, thanks anyway, bnnm. BTW, if it's possible, could you look into a couple other rips I did? First up is the PSN version of Capcom's Jojo fighter that I brought up a couple pages back:

Jojo's Bizarre Adventure HD (Unplayable AT3 files)

The other is something I posted in the 3DS thread:

Farming Simulator 18 (".p1d" files, which I'm not familiar with at all)

^Thanks in advance if you can check those two out!
by marcusss at 2:23 AM EDT on June 18, 2017
Is there any kind of software that can brute force the ogg encryption..i.e. if wonderboy for example is encrypted? I'm assuming Dungeon Fighter live's OGGs are encrypted too unfortunately as in current form they have ogg extension but file content is nothing like vorbis.

Almost all tmnt games by ubisoft have music in unextractable archive files.. the latest is tmtn which has a large file called sound.fat with an accompanied sound.big. i can use cutter and send a link with the small .fat file and the sound.big file cut to 5mb or whatever later on.

Pity about wonderboy eh?

Mark

edited 2:27 AM EDT June 18, 2017
by Ultrafighter at 8:55 AM EDT on June 18, 2017
@Marcusss - TMNT (2007) for GC/PC/PS2/WII/X360 is the most typical UbiSoft audio fodder, here's a link to decoder: DecUbiSndGui by Zench. You should simply scan sound.big file (the bigger one obviously) and find lots of segmented and / or multi-layered (their names end with "_L#") tracks. Keep in mind however this sound format is still unplayable by anything except DecodeUbisoftSoundGUI itself so you'll have to extract original *.layer files, not convert them to PCM WAV using DecUbiSndGui.exe if you wanna make a truly streamed rip for the title.

And if you ever decide to rip Nickelodeon Teenage mutant ninja turtles remember that video codec is MobiClip (I've never ever encountered it anywhere else besides this VG) and you can easily demux its movies with VGMToolBox.
Till next time!
by bnnm at 9:37 AM EDT on June 18, 2017
@ChillyBilly - I think Jojo AT3 use some kind of non-standard layout. Are there some AT3 SFX/voices that don't play and can you post them?

P1D can be added later, or you can GENH: 1ch, freq offset at 0x2c, start offset 0x30, coefs normal little endian 0x00, interleave 0

@marcuss - Ogg brute force is not possible without knowing the encryption algorithm.
by marcusss at 5:42 PM EDT on June 18, 2017
@bnnm yeah I understand. Love their encrypted oggs and stuff. Coming across so many files that are weird.

Star Trek

Apparently this is the layout for evolution engine games.Well for Star Trek the music is in the "Misc" cache and toc files respectively so i leff the rest out.

H.Misc.cache
B.Misc.cache
M.Misc.cache

And matching .toc files. It is like the songs are split up

==================================================================

EXAMPLES

4 songs have the same filename in each of the "Misc" folders:
A header file, main part and something else?

HERE


Mark

edited 8:57 AM EDT June 19, 2017

edited 9:00 AM EDT June 19, 2017
by Ultrafighter at 3:31 PM EDT on June 19, 2017
Hello Bnnm, may I ask you to look into my next personal selection of samples? Difficulty of their potential implementation into VGMstream may vary greatly but I'll be happy if you're able to figure out / add / fix at least some of those example files.

So here's a short breakdown of what's inside:

1) Driver: Parallel lines [Wii] - currently unplayable (?) or possibly even headerless tracks coming from Alpha23's rip. He speculated they should be something in the vein of normal DSP and probably those *.04sw files are readily playable if one knows what extension he should use.
As for actual method he used to obtain those tracks in the first place... it's pretty possible that he unpacked given *.ss# bigfile with every SFX piece & VO clip in it using his own custom BMS, I don't really know;

2) Guitar hero 2 [PS2] - all 3 *.vgs files I included played with quite a bit of static many years ago and unfortunately audio quality is still the same nowadays, can something be done about it? Maybe there're some other faulty songs in the set but I'm primarily interested in these three compositions. It seems to me that solution for this triad of tracks should also apply to all similar erroneous VGS files in the set. Well, doesn't it make sense?
All in all I'd really like to finally listen to them in HQ! I hope this issue isn't unsolvable;

3) LA Rush [PC] & Psi-ops: The Mindgate conspiracy [PC] - I'm wondering if *.med files used in both titles can be played right away, without the need to use some specific converter (I bundled it up along with sound files) on each and every sound file... These MED tracks even have standard "RIFF WAVEfmt" headers but they still don't play with the most common extensions (like *.lwav or *.xwav).
I guess adding these MEDs to VGMstream support list should be relatively easy; what do you think?

Goodbye!
by bnnm at 5:10 PM EDT on June 19, 2017
@Ultrafighter -
Driver has a header and should be fixable.
Guitar Hero 2 seems to use some kind of special layout. Doesn't look easy to fix but I'll check.
LA Rush/Psi-ops are simple to add. Thery are just MS-IMA WAVs with a changed codec number.

@marcusss - I see a header of shorts but I don't recognize the codec. Console, PC? Is this the 2013 game?
by marcusss at 7:27 PM EDT on June 19, 2017
Sorry bnnm xbox360 it is on. Yeah it is based on the new star trek movie. 2013 I believe. Digital extreme

edited 7:28 PM EDT June 19, 2017

edited 7:29 PM EDT June 19, 2017
by Ultrafighter at 1:43 AM EDT on June 20, 2017
Big thanks for quick answer Bnnm, I'm now eagerly waiting for an opportunity to re-listen to that Parallel lines score & soundtrack (they're both performed in the very same genre). These are some good news about MEDs too! As for GH2... well I can wait.
All the best!
by marcusss at 4:12 AM EDT on June 20, 2017
HI bnnm.

Remember before we were discussing Halo 4 and those WEM files using WMA9 pro...well I noticed quite a few of them have silence at the end.. e.g. in foobar a wem music file will say it has wma9 pro codec and is 4min but the song plays for 2 min and the rest is silence..

Before you mentioned the header had the wrong sizd or something..so could be the extraction or maybe it's just weird :) I can give you samples again or you can check the wma9 folder in the halo 4 rip I uploaded to see the behaviour.

I figured..being silence a simple cut in hex will do but the whole file beginning to end has information..hmm
by bnnm at 2:14 PM EDT on June 20, 2017
The number of samples/time in WMA Pro is manually calculated so it's probably a bug in my code, I'll check.

The header size was wrong because Wwise may look like standard RIFF but instead have weird values all over the place, nothing to worry about.
by marcusss at 7:22 PM EDT on June 20, 2017
Thanks bnnm.


Left4Dead 2 on the x360 uses sound/music with a WAV extension but the header suggests XWV

Eamples include music & SFX etc..

Link




edited 7:25 PM EDT June 20, 2017
by Knurek at 12:24 AM EDT on June 21, 2017
@bnnm:

PC\n\Nex Machina (2017-06-20)(Housemarque)

Uses WEM Vorbis, some of files (anything before *2CF) don't seem to play correctly with VGMStream.
Are those just malformed files the developer left in the game?
by Ultrafighter at 2:35 AM EDT on June 21, 2017
Good day Bnnm, I really hope I'm not too bothersome ITT! Anyway there's much less stuff this time, 2 more VGS 5ch tracks & samples of Wwise style container (?) from 3 different platforms. The latter appeared to be so nontrivial that even Alpha23 couldn't rip them... All these examples come from his sets BTW. Actually all those fake WAVs seems to have pretty standard OGG, MP3 or even DSP (?) files in them.
So here is the link.
Later!
by bnnm at 2:20 PM EDT on June 21, 2017
@marcusss - Looks like a simple-to-add format using XMA, I'll see.


@Knurek - Wwise has a 'preloading'(?) feature in that they have a, say, 10kb file truncated from another big file, same bytes and all.
This rip looks like was done by finding RIFF and reading the size, so the preloading small files were ripped as big files (IOW, order by size and compare repeated sizes, the data should match up to a point).
Do note that after the preloading file there is more RIFFs so you may miss some songs/SFX down there.

Also note! Wwise RIFF size is often incorrect for normal files too (like 1000 bytes off, or suddenly BE and weird stuff), check the "data" chunk size that is fortunately ok.
Thus RIFF string-cutting doesn't work well for Wwise.


@Ultrafighter - Tintin is not WEM but LyN engine stuff.
I see interleaved OGG, interleaved MP3, DSP (with missing coefs?) and other codec I'm not sure (PCM/ADPCM?).
Doable with some effort. Even better if you can get me samples from other games listed in the above link.
Guitar Hero 2 is the same problem as the last samples.
by Knurek at 2:32 PM EDT on June 21, 2017
So, what's the easiest way of extracting them from datafiles?
I noticed some files with BE strings, think it was Bayo2 or some other Platinum game, so I gotten around that, but the 1000 bytes difference makes me worried I missed something in my previous rips. :\
by bnnm at 3:08 PM EDT on June 21, 2017
Don't all Wwise come from .BNK, that can be extracted with .bms?

Before you panic, IMA/AAC/OGG/PCM don't seem affected (though I can't guarantee).
XMA/XWMA/DSP are a few bytes off (like ~50). And then there are HEVAG WEMs with like 0x014A56FC RIFF size and actual 0x005E6240 data size.

You could double check sets by making some .BMS that compares the "RIFF" and "data" and file sizes and whines if no match after extracting the usual way, and also finds "RIFF" inside to detect preloading WEMs.

If you really need to string-cut, you could also make a BMS that finds RIFFs, then use the "data" size to get the real size, but also checks if there are RIFFs inside it = preloading WEM.
by Knurek at 4:43 PM EDT on June 21, 2017
Nex Machina had an audio.pck file.
Might have been a renamed .BNK, come to think of it, still, I was not aware there was an BMS extractor for them (I just use VGMToolbox's fileripper most of the time).
Will keep that in mind for the next WWise rip I do though, thanks.
by bnnm at 5:06 PM EDT on June 21, 2017
I think there are a bunch of BMS for PCK too, I'm sure I've used some in the past.
I quick search in Xentax and aluigi's page gives several (ex, ex) .
But IIRC the PCK/BNK format changed over the years so you may need to try a few as I had (wrong BMS would extract much less files or 0-sizes vs .PCK filesize).
by bnnm at 4:35 AM EDT on June 25, 2017
latest vgmstream changes (foobar / test+winamp+xmplay / bug list)

- Improved PS2 XA30 [Driver: Parallel Lines (PS2)]
- Added PC XA30 + IMA decoder [Driver: Parallel Lines (PC)]
- Added Wii 04SW [Driver: Parallel Lines (Wii)]
- Added .MED RIFF using MS-IMA/PCM [LA Rush, Psi-Ops (PC)]
- Added P3D XMA2 and (disabled) MP3 support [Prototype 1/2 (X360/PS3)]
- Fixed some multichannel DSP RWS [Burnout 2 GC]
- Improved decoding speed for some multichannel files
- (dev) MPEG adjustments
- Fixed ADX type 9 encryption detection and added/veryfied some keys [by Thealexbarney]
- Fixed MDSP last shortblock [by Thealexbarney]

***

About Driver Parallel Lines's .xa30/.04sw: that ext is the ID, the real ext is .xa. vgmstream accepts both but I suggest renaming to .xa

Prototype PS3 uses interleaved MP3 but it's disabled as I can't figure out what it's doing (hints are welcome):
- Interleaves 2 96kbps mono MP3s
- possibly N full frames (= decoded 1152*N) per channel
- seems it starts with 4 physical frames for ch1 and 4 for ch2 (decode into 3*1152), then I can't follow what's it doing
- some frames are 0xA0 or 0x1C0 though the header says they are 0x120
by Knurek at 8:07 AM EDT on June 25, 2017
@bnnm: How do you use .pos with .at3s that don't have looping data in the header.

Say, I have a file 1.at3 and 1.pos, how do I rename them to force VGM to accept the looping data?

//EDIT: NVM, I got it, you have to have 1.vgmstream and 1.vgmstream.pos, but play the .vgmstream file, not the .pos one...

//EDIT2: Slightly related question - any way to force a looping AT3 file to not loop? Many PSP sets have front-to-end loops set in the header for all files, including non-looping jingles/etc...

edited 11:35 AM EDT June 25, 2017
by bnnm at 6:42 PM EDT on June 25, 2017
@Knurek - there is no external .pos support for AT3 yet. I'm considering various issues and stuff at the moment. Also about extending .pos to allow forcing no looping and other ideas.

You can use .vgmstream+pos to force any format into FFmpeg, but it's just a quick hack and there are some differences vs proper .AT3.
by AnonRunzes at 7:05 PM EDT on June 25, 2017
Maybe I'd though I'd start my post here with a few samples:
rayman_raving_rabbids_wii_waa_wac_wad_wam.rar
beyond_good_and_evil_ps3_waa_wac_wad_wam.rar
beyond_good_and_evil_xbox360_waa_wac_wad_wam.rar

Sorry for the misleading filenames, they were actually automatically assigned to the .wav extension based on quickBMS' extension guessing skills.

It's that I had to use my WIP script for extracting these files out of .bf archives because I have yet to add directory tree support.

edited 7:38 PM EDT June 25, 2017
by Knurek at 12:06 AM EDT on June 26, 2017
@bnnm: Okay, I've asked about this since I went through all PSP sets and changed them from at3+pos to proper at3 format (I think you mentioned that at one time).
I'm leaving the Falcom sets with external looping data as .vgmstream files for now. If/Once you add proper external POS .at3 support, I'll just reupload those sets.
by Ultrafighter at 2:22 AM EDT on June 26, 2017
@Bnnm: Hi, it occurred to me only yesterday that I finally remembered about some Psi-ops MEDs which didn't work even with MED2WAV, maybe it's like that because those sound files are 3-bit? Anyway that audio triad of tracks can't be played in VGMstream either so that's why I upped them all right here. Can they be fixed?
Bye!
PS. Also all these sample sounds don't work: respective WAVs (converted by med2wav.exe) are all playable but original *.med files are unplayable. May I ask you to look into them as well?

edited 2:43 AM EDT June 26, 2017
by AnonRunzes at 8:15 PM EDT on July 1, 2017
So I see you(bnnm) have redone support for many EA formats today. However, I came across one that might be unsupported.

FIFA_RTWC1998_SATURN_BNK.7z
FIFA_RTWC1998_SATURN_SX.7z
FIFA_RTWC1998_SATURN_UV.7z

As these filenames can imply, these files came from the Saturn version of FIFA 98 Road to World Cup. These were all of the files I could find that came close to being audio formats at the least, although apparently the .UV format used in that one can also store video. ZPBP.STR will be uploaded later when I have the "time" for it.

edited 9:22 PM EDT July 1, 2017
by bnnm at 4:43 PM EDT on July 2, 2017
latest vgmstream changes (foobar / test+winamp+xmplay / bug list)
- fixed some .MED with JUNK chunk
- redone EA SCHl support [EA games from roughly 1997~2010]
* tested most variations using EA's tools
* added looping [Need for Speed II PC]
* added DSP support [3DS games]
* added MP2 (tested) and MP3 (untested) [Harry Potter and the Chamber of Secrets (PS2)]
* fixed PCM/EAXA/MT in some cases [PS2/GC/XBOX/Wii games]
* fixed sample rate/codec defaults, num_samples in some cases
* documented more header patches and other details (ex. "EA ADPCM" is now EA MT/MicroTalk, as per EA's tools)
* (dev) some internals adapted for EA stuff

EA SCHl defects (probably fixed later):
- missing N64 ADPCM (not needed? DSP predecessor, with file coefs?)
- missing mono/interleaved MicroTalk 10:1 [Saturn/early PS2 games]
- missing EALAYER3 (to be researched)
- missing MicroTalk 5:1 and 10:1 w/ PCM blocks (not used? to be researched)
- missing EA BNK/PATl support (simple variations)
- EAXA decodes with glitches vs FFmpeg in rare cases (to be researched)
- possibly missing multichannel/interleaved MPEG? (unknown)
- some files could loop with .MAP companion files (to be tested)

***

@AnonRunzes - Thanks, didn't have any Saturn examples (those jerks are using yet another ADPCM/layout variation).
BGE X360 is .xma, rename. PS3 is weird MSF but probably fixable. RRR Wii (DSP) seems to be missing coefs but I'll check later.

@Knurek - Sure; be aware that FFmpeg/.vgmstream AT3 num_samples+looping is off by ~2000 samples, also affected if the .pos values are relative, and could change anytime if FFmpeg devs decide to support encoder delay; all that could break edge looping.
I can guarantee normal .at3 parse samples/looping properly.

@Ultrafighter - some of those are indeed 3-bit IMA, very rare. Could be easy or hard to add, I'll see.
by marcusss at 6:28 PM EDT on July 2, 2017
@ bnnm

Has there been any progress with Left for Dead XWV files as they still don't playin latest vgmstream even though I think I saw XWV support added?

-----------------------------

I ripped OGGS from Dungeon Siege III DLC 1 for PC the odd thing is the OGGS look weird. They have a strange looking header etc. going on.

It does say RIFF‘I..WAVEfmt

but the rest is different

HERE



Also been fiddling around with Gothic 4 on XBOX360 and the game had a Audio pak file which when extracted ended up with 60 odd chunk files which I have used a program onine to rip audio from those chunk files (takes deep breath)

.. Anyway those file all have the .wav extension and contain RIFFúh|.WAVEfmt 4...f...D¬

in the header so looks like 44100 Hz audio file but doesn't play .or rather I get the "It may be corrupted" error

EXAMPLE

Any ideas on this one?

Thanks

Mark



edited 11:20 AM EDT July 3, 2017
by Infernus Animositas at 11:47 AM EDT on July 3, 2017
Dungeon Siege OGGs just need to be decoded with ww2ogg without using any of the codebooks. I would rename them to another file extension like ".wem" and then run them through ww2ogg and then use revorb afterwards to fix the granule positioning.

Here's a batch script for ww2ogg
for %%i in (*.wem) do ww2ogg "%%i"


And one for revorb as well
for %%i in (*.ogg) do revorb "%%i" "%%i"_revorb.ogg


As for Gothic 4, Xbox 360 audio is almost always XMA.
by bnnm at 12:52 PM EDT on July 3, 2017
@marcusss - Left For Dead 2 I'll add support eventually, meanwhile maybe you can find other Valve games using that XWV.

Dungeon Siege III is Wwise, simply rename to .logg (or .wem) and play in vgmstream.

Gothic 4 is XMA but the data is a bit odd. Maybe incorrectly ripped?
by marcusss at 12:53 PM EDT on July 3, 2017
Thanks infernus animositas

Yeah gothic.i figured it is xma but I can't get it working when I renamed it and yeah thanks for reminding me about renaming ds3 oggs to wem. I ripped ds3 on xb360 already previously and the wem files work flawlessly but stupid me forgot about that. Sorry been away for a bit ..that old thing called.life gets in the way at times..

Anyway I will upload a few new xbox360 sets over the next few days..

Laterz
by Ultrafighter at 3:27 PM EDT on July 3, 2017
Hi Bnnm, it's so nice to see you back! Big thanks for adding X360 *.p3d (Prototype 2) & especially *.04sw (Driver: Parallel lines for Wii) formats to VGMstream! Your most recent fixes (some Psi-ops *.med files) work as a charm too but it's to be expected, isn't it?
As for "The adventures of Tintin" for all 3 platforms... well it'd be good to see them implemented one day but it's no big deal to me if they remain unplayable either. I'm not really interested in scores from other games based on the same engine (that "Lyn" one) which can supposedly provide more similar audio samples. Maybe ZombiU or RRR... And still I'm pretty moderately interested even in "The secret of the Unicorn" soundtrack so it can all wait. Actually I'll be pretty glad if just one platform becomes playable (whatever happens to be the easiest to add), that way I can revisit that OST and probably forget about it for quite some time.
BTW X360 presumably used some proprietary containers for XMAs too so that all the tracks from Alpha's XBox rip are transmogrified.

Anyway may I offer your yet another pack of example sounds? They come from Enter the matrix for PC (a bunch of diverse tracks representing all 3 types of audio files used in the game plus a single decoder for them all), Mad dash racing, an exclusive videogame title for original XBox (individual streams were extracted out of initial bigfile with help of custom BMS and seem to be headerless just as those ETM examples) & finally a load of *.wv2 tracks originating from PC port of Slave zero (decodable by ToWAV). It'll be great if you manage to understand the nature of (some of) those codecs and successfully add them to VGMstream! If you ever need more examples just post here and I'll upload them promptly.

Good luck, please continue your awesome work regarding playback of streamed VGM! Cheers!
by bnnm at 4:53 PM EDT on July 5, 2017
Slave zero is possible but ETM is headerless and MDR semi-headerless, so I can't really add them.

Normally I'd point you to GENH+values but I think this is a good time to try a random idea I had a while back.

I call it "TXTH" and is basically a text/command version of GENH that goes in the audio folder. So rather than modifying every file with GENH headers you add a single .txth file and all should play, under some conditions.
I'll do some this and that and post some beta stuff, maybe.
Fable Heroes X360 by marcusss at 8:13 PM EDT on July 5, 2017
Hi bnnm

Using a Fable file extractor I was able to rip all the audio but the xma don't seem to work.The structure looks kinda ok but not working.

The reason I ripped is the current online rip (which works btw) uses only numbers for the track names whereas this rip has a couple extra songs and the tracks are named. e.g. fable_heroes_credits_medley_loop_48khz_final_master.xma

Example XMA

Was wondering if you could add support or it??

Thanks



edited 8:15 PM EDT July 5, 2017

edited 8:15 PM EDT July 5, 2017
RE :Fable Heroes X360 by marcusss at 12:57 AM EDT on July 7, 2017
bnnm forget about Fable Heroes as it seems the XMA transform script managed to properly extract the xma structure from the slightly messed up xma files I initially extracted.

I will upload it when I get the chance.

Cheers

FABLE 3 by marcusss at 9:18 PM EDT on July 10, 2017
@ bnnm

In Fable 3 music appears to be XMA but doesn't play when renamed to XMA or when I he edit the junk out

when using the XMA transform script it works but the music does not loop and it should loop as some songs end abruptly or loop or a few secs and then stop.

I found matching headers for all music deep within the game files so hopefuly it helps.

Here are 2 example songs with matching header files.
Cheers !

F3 E.G.

Mark


edited 9:19 PM EDT July 10, 2017

edited 9:20 PM EDT July 10, 2017
by kode54 at 12:16 AM EDT on July 11, 2017
I'm hearing reports that my G.722.1 library is broken now. I cannot find any source of relevant BNSF files to test. I had thought there was the PS3 version of Tales of Vesperia, but the archive only has the Xbox360 version, which has XMA.
by bxaimc at 7:33 AM EDT on July 11, 2017
Actually, it's not the library. The frame size for some files is just different from what is set up. There's no real way for detecting the change from file to another. Didn't realize hcs pointed that out sometime ago for korogashi puzzle katamari damacy.

EDIT: My solution was append generic BNSF headers to the korogashi files and manually input the frame sizes along with other infos.

edited 8:52 AM EDT July 11, 2017
by bnnm at 1:32 PM EDT on July 11, 2017
@marcuss - Fable 3 and Heroes can be added, it's a minor variation, but how was it extracted?
If you use that XMA transmogrifier script you will lose loop points, always.


@kode54 - while we are at it the lib works but has some decoding bugs (>>). I tried delving into the lib and the reference code but it's hardcore stuff.

Happens every few bnsf. Ex. in bxaimc's Korogashi Puzzle BNSF check b04_select_LOOP_SHORT_1ch.bnsf (but I have many other examples).

If you decode with the current DLL you get a "click" (a single frame incorrectly decoded) around 12:30.
If you use the old hcs's DLL (based on the reference decoder) you get ok output instead.


Above: current DLL; below: hcs DLL
by bxaimc at 3:16 PM EDT on July 11, 2017
Also, these are not supported either. Someone posted these a while back:

SPSIS14.7z

A noticeable thing about them is the flag at 0x14 (16bitBE) which vgmstream assumes is always 0 instead of the 2 found here. Originally documented as a possible codec id but....what else could it be?

That's the minor issue because once you get that bit working (I guess you can change it to 0 for testing purposes or have vgmstream accept the value), it doesn't decode properly.

edited 3:17 PM EDT July 11, 2017

edited 3:18 PM EDT July 11, 2017
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
@bnnm

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 said..so 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

Thanks




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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