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- by Nicknine at 10:00 AM EDT on July 14, 2018
- It's a DSP, you activate it at DSP Manager screen in Preferences which defines which DSPs are applied to playback. After that you configure it as needed. The horizontal axis is input channels and the vertical axis is output channels. Note that channel labels don't matter if you're not dealing with surround audio.
edited 10:01 AM EDT July 14, 2018
- by mariofan12ify at 10:05 AM EDT on July 14, 2018
- Alright, I got that. What would you suggest would be good settings for it though?
- by Nicknine at 10:08 AM EDT on July 14, 2018
- There are no good settings, it depends on the particular sound you're dealing with and how the game handles it. E.g. you might have surround audio or the channels might represent a set of stereo tracks layered on top of each other in-game.
edited 10:08 AM EDT July 14, 2018
- by mariofan12ify at 10:13 AM EDT on July 14, 2018
- I really just want to be able to hear and convert some extra channels but I don't know what settings to put in.
- by Nicknine at 10:18 AM EDT on July 14, 2018
- Well, if you want to hear channels individually you can export the file "as is" in WAV format and then load it in an audio editor like Audacity. But this might not be how the channels are intended to be used. What game are you dealing with anyway? Can you post some samples as well?
- by mariofan12ify at 10:45 AM EDT on July 14, 2018
- For an example, I'll show a certain song I converted to .wav format from Super Mario Odyssey.
http://www.mediafire.com/file/2mda5uqu7h7cuhl/StmRsBgmDemoWorldMap.wav
The full song is supposed to include a synth pad instrument but when I converted it, it just didn't include it.
- by Nicknine at 11:04 AM EDT on July 14, 2018
- Yeah, this track is split into 4 layers and stored as 8 channel audio. You can use this preset for Matrix Mixer to mix them all together.
Note that DSPs for Converter are set up separately!
edited 11:11 AM EDT July 14, 2018
- by mariofan12ify at 11:22 AM EDT on July 14, 2018
- That's pretty useful, thanks.
- by bnnm at 3:23 PM EDT on July 14, 2018
- foobar/Winamp vgmstream includes a downmixer (see config, ex 12ch > 8ch, 0 = no downmix), but it's very simple and quieter channels may be almost inaudible.
There is little I can do (downmixing is surprisingly involved), other than add some more config.
AFAIK foobar can't play/export any file over 8ch (DSP plugin or not, and IIRC devs won't fix), so I included such feature.
Use test.exe to convert any >8ch files to wav then process/split the channels properly, if you must.
@Ultrafighter - Road Rash 3D is all empty. NFS Rivals, both work fine for me, did you try foobar/winamp/etc? SVG, like other TXTH things, will be added eventually.
Didn't find the NFS Hot Pursuit .SPS headers so maybe I'll make a .bms later.
@Nicknine - EA BNK I'll fix later, dummy bank entries aren't too uncommon (ex. sqex SCD).
Btw, FIFA14 uses sbr/sbs with .sps and IIRC this tool worked.
- by Nicknine at 3:39 PM EDT on July 14, 2018
- @bnnm - The code of this tool is where I got my info about the format, BTW.
Do you have any samples from FIFA 14? I gotta see if there are any differences in the format.
edited 3:48 PM EDT July 14, 2018
- by bnnm at 4:03 PM EDT on July 14, 2018
- FIFA 14 PS4 samples
- by Nicknine at 4:19 PM EDT on July 14, 2018
- Hmm, the format does seem a bit different from the one I saw in NFS: Undercover. Also, EA continues being schizophrenic with byte endianess, yay.
EDIT: Not sure how this tool even works on these files (assuming it does work), the main header looks same but the format of the files table is nothing like what's described in the tool code. It doesn't even make sense, the header says there are 32 files and the table is 40 bytes.
EDIT 2: Okay, the header must be different, too, and table near the header looks like it contains offsets to entries in "data" section.
EDIT 3: Worth noting that the audio in these files is EASpeex which is not supported by vgmstream.
@bnnm This Python script does support EASpeex, you might be able to use that.
EDIT 4:
I'm getting close to figuring it out, the table near the header points to DSET sections which in turn contain references to one or multiple files (usually 3?). Inside DSET section, there's .OFF section which starts with base offset and follows up with relative offsets of all files. Now I'm trying to understand where the number of files in the set is.
edited 5:47 PM EDT July 14, 2018
- by Ultrafighter at 5:11 PM EDT on July 14, 2018
- @Bnnm - "AFAIK foobar can't play/export any file over 8ch"
I can confirm that as it's my main player, it's actually quite embarrassing because FB2K won't even skip a bunch of 8+ch. tracks automatically, it'll simply stop on each file with more than 8 channels making you skip them manually.
"Use test.exe to convert any >8ch files to wav"
Or simply go to "options and stuff" in XMPlay, select menu named "output" (at the bottom) and change audio device (dropdown menu at top) to "WAV Writer" and apply changes. If you try playing any tracks now XMPlay will dump them to PCM WAVs instead.
Winamp and other players should have converters too, one just has to find them somewhere in options.
"Road Rash 3D is all empty"
You mean there's just video data in WVEs, no audio at all and all 35 movies are silent?
"NFS Rivals, both work fine for me"
Now that I tested both files in a default player of mine I confirm that they can really be played now, take my word for they weren't playable in May. I'm sorry for not checking those SPSs before posting them.
"SVG, like other TXTH things, will be added eventually"
Are you saying you're going to make a TXTH for such streams or the format will be added to VGMstream (with *.SVG extension)?
Do you think they should be played as 2ch ADPCM tracks or each SVG must be deinterleaved into a pair of separate (headerless?) channels then a TXTP should be made for reconstruction of initial stereo sound? The 1st solution seems to be the best one for me but maybe the 2nd one is more... proper and legit?
Cheers!
- by kode54 at 8:44 PM EDT on July 14, 2018
- >8ch is an afterthought in foobar2000 anyway, as most components that produce audio for formats without channel masks have to use a SDK function to "guess" the channel mask, and that function only supports up to 8 channels. It's built into the component itself, so the component has to be updated if that function is ever updated.
Or you could, I suppose, just randomly start filling out channel bits for >8ch output, and deal with the OS or the player stuffing the channels in wrong places.
- by Nicknine at 9:42 PM EDT on July 14, 2018
- @bnnm - Phew, this format was really confusing but I think I got everything needed to get audio files figured out. Here's QuickBMS script:
EA New SBR Extractor
- Taiko Switch Audio by Deathmaw at 11:58 PM EDT on July 14, 2018
- Was wondering if anyone could take a look at the Audio Files from Taiko on the Switch, extension is .nus3bank but seems to just be a container, I notice "OPUS" in the header but so thought maybe it would be similar to Fast RMX on Switch which is supported? but no luck so far.
Taiko Switch Sample Files
- by Franpa at 4:03 AM EDT on July 15, 2018
- <i>foobar/Winamp vgmstream includes a downmixer (see config, ex 12ch > 8ch, 0 = no downmix), but it's very simple and quieter channels may be almost inaudible.
There is little I can do (downmixing is surprisingly involved), other than add some more config.</i>
Winamp does? I can't find the option. It isn't in the vgmstream input plugin, none of the output plugins and nothing about downmixing is in the DSP/Effect list nor the Playback list either.
I downloaded the plugin via https://github.com/bnnm/vgmstream-builds/raw/master/bin/vgmstream-latest-test-u.zip
edited 4:07 AM EDT July 15, 2018
- by bnnm at 5:41 AM EDT on July 15, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add SVG extension [Hunter: The Reckoning - Wayward (PS2)]
- Fix some EA SNS end samples [Need for Speed Undercover (PS3)]
- Fix some .wem PCM [Limbo (PC)]
- Fix PS3 EA SCHl [Need for Speed: Carbon (PS3)]
- Fix missing end samples in foobar
- (dev) XA code cleanup
- Add Bandai Namco Opus found in NUS3Banks (Taiko no Tatsujin and future games) (by bxaimc)
- Adjust VPK code to fix some oddities (by AnonBaiter)
***
@Ultrafighter - Road Racer 3D only has video data, no audio. The .bms isn't detecting this and creates empty files.
SVG I think it's fine as a single 2ch file, VAGp subheaders aren't important here.
TXTH I mean I'll probably add the SVG format directly to vgmstream, as well as others formats only playable with TXTH at the moment, but not soon.
@Deathmaw - they work now if you remove the part before "OPUS" and rename to .lopus, may add .nus3bank directly later.
@kode54 - Right now is either "force the plugin to know the mapping" or "don't play at all".
Maybe foobar shouldn't assign channel bits/mapping (no output I guess?) to >8ch channels, then the user can use DSP plugins to configure them.
Or it can already do that if I pass the config manually instead of using g_guess_channel_config?
@Franpa - its in the config for me. Are you updating the plugin correctly?
- by Franpa at 9:09 AM EDT on July 15, 2018
- Oh jeeze, I'm an idiot. I've been overlooking it this entire time -_-"
Sorry.
So if I had a 7.1 speaker setup I'd set it to 7 speakers right? Because you wouldn't want one of the channels exclusively coming out of the subwoofer?
edited 9:11 AM EDT July 15, 2018
- by Koto at 11:04 AM EDT on July 15, 2018
- A little question about Super Mario Odyssey and channels...
There's some demo tracks (Despicteds as StSyD0XX) that have sound effects mixed with the music in the same channel. Is there someway to pull apart the sound effects or is that the original recording? Thanks...
Example file
http://www.mediafire.com/file/f7eb5b6yyf69tod/StSyD001_DemoOpening.wav
edited 11:07 AM EDT July 15, 2018
- by Nicknine at 3:15 PM EDT on July 15, 2018
- @Koto - This is 5.1 surround audio, so it's not like the music. Typically for cutscene audio, the track has SFX, voices and music all mixed together so you can't separate them.
BTW, it also has non-standard channel order: FL, FR, BL, BR, FC, LFE
Standard Dolby Digital order expected by most audio players: FL, FR, FC, LFE, BL, BR
edited 3:31 PM EDT July 15, 2018
- by Nicknine at 4:22 PM EDT on July 15, 2018
- @bnnm - I've looked at audio chunks from NFS: Rivals on PC and most of them have varying data before SPS header. It often starts with 0x00010000 but can also be something completely different.
Looking at all this, I really think supporting raw Frostbite audio chunks is not practical, they're clearly not meant to be used in raw form. I suggest dropping it and re-doing existing Frostbite rips using Frankelstner's Python dumper scripts and my SPS Extractor scripts. This way you can get proper SPS files with proper names and paths. Like this.
FB2 Sb/Toc Dumper
FB2 SPS Extractor
FB3 Sb/Toc Dumper
FB3 SPS Extractor
edited 4:30 PM EDT July 15, 2018
- by bxaimc at 5:24 PM EDT on July 15, 2018
- Oh hey, this looks neat. Wonder if it’ll work on some PS4 stuff I have around.
- by Nicknine at 5:29 PM EDT on July 15, 2018
- Well, the creator did apparently test his scripts with console versions so it should be fine. I tried it on PS3 version of NFS: The Run and it worked. Didn't work on X360 version, though. I've looked at the files with hex editor and bundles look weird, I think they might be encrypted. No clue if other Frostbite games are like that as well.
edited 5:38 PM EDT July 15, 2018
- by Ultrafighter at 5:25 AM EDT on July 16, 2018
- @Bnnm - thanks for this update man, SVGs work as a charm now!
@Nicknine - I don't really know if NFS: The Run for X360 uses encrypted bundles or not but that version is definitely rippable, Alpha23 ripped it quite some time ago.
Later!
Edit: What a surprise, his rip is even backed up here! Anyway it seems he used this but much older and shorter version.
Edit #2: Sorry for double post, I was intending to add contents of my next post to this one but mistakenly left a new message instead. It's not such a huge offense, is it?
edited 9:36 AM EDT July 16, 2018
- by Ultrafighter at 9:32 AM EDT on July 16, 2018
- Hi Bnnm and Nicknine, it'd be great if you're able to help me with 2 more EA titles: Skate for X360 & NASCAR 06 for Xbox.
The latter uses exclusively DATs without HDR companions (maybe devs spliced pairs of DAT/HDR files and HDRs are hidden within DATs now? That's just a wild guess though) but actual sound formats seem pretty common. For example NMUSIC.DAT stores tracks with SCHL headers while NSOUND.DAT holds loads of SNGs (those streams with SCHL identifier may have many extensions but I prefer *.sng), BNKs (those start with "BNKL" bytes), ABKs (ABKC header) and theoretically even more formats, that's why I'd truly appreciate any help with proper unpacking of that specific archive.
Also there's PRMOVIES.DAT (215 MB) accompanied by MOVIES.DAT (270 MB), I was expecting to find MPC, VP6 or at least TGQ videos (MPCh, MVHD & 1SNh headers respectively) there but both bigfiles don't seem to contain anything like that. I initially presumed that NASCAR 06 utilizes some very special type of movie with a MADk identifier, this theory doesn't look too good now: these "MADk" strings pop up way too frequently to really mark start of another vid (unless they're super-small & without sound). I wonder what these mad strings can actually mean and if PRMOVIES.DAT and/or MOVIES.DAT even contain any video data...
Skate apparently uses quite old scheme - MUS banks along with MPFs and I thought that Bnnm's ea_mus_sns_snr_type1.bms would work nicely but it's not the case, I got "incomplete input file" error on all *.mus files. Can the script be tweaked so that it supports the game in question or is it a call for a completely different BMS? I sure hope it's just a matter of a small fix / tiny edit and the evil forces @EA HQ changed their proprietary banks very little this time.
Or should I use ea_multi_xma.exe for splitting / dividing this kind of MUSs? I'm not too sure how these *.mus_stream# dumped tracks should be dealt with (if we don't want to transmogrify them) but maybe that program is the right tool for the task at hand?
Thanks in advance for any assistance! Best regards!
- by Nicknine at 12:48 PM EDT on July 16, 2018
- @Ultrafighter - HDR/DAT format is used for speech.
These DAT files from Nascar 06 is some new file archive format I haven't seen before. No filenames, unfortunately. NSOUND.DAT contains ABK files (which I actually mostly figured out, stay tuned). There's also what looks like CSI/EVT/IDX/BIG file combo (used for storing speech in NFS games, maybe something else). MOVIES.DAT contains MAD video files.
Here's QuickBMS script for extracting these files:
EA DAT Extractor
MPF/MUS is actually a common format EA used for storing music in late 6th gen games. It was also modified in 2007 when EA moved to the new sound system with SNR/SNS, the script you used is designed for that particular version. I've looked into the files and the script does work if you switch it to big endian like advised in the comments since you're dealing with X360 files. Although it looks like the number of files is always little endian so move "endian big" line after "get FILES short"
As for NFS: The Run, you can still extract chunk files from superbundles but without ebx files from bundles, you can't get proper names and other information for each sound file.
edited 8:06 PM EDT July 16, 2018
- by Ultrafighter at 8:40 AM EDT on July 17, 2018
- One can't underestimate qualities of your NASCAR script Nicknine, it works great! I've got a few questions though, they're all about various formats found in those DAT bigfiles.
First of all I'm wondering if ABKs (and that weird combo file too) are supposed to contain audio streams? I'm only somewhat familiar with BNKs so that I'm unsure if some files with different extensions can store sounds too.
Also what would you call the best option for checking out contents of those *.bnk files? VGMstream doesn't work too good on this occasion, it founds lots of subsongs with unknown codec/specs and even those which have duration value / frequency & channels still don't play properly, there're lots of static and tracks seem to last less than their play-length suggests (and they mostly have insane bitrate values specified in track properties).
Does it sound like those SSX 3 banks which required some manual adjustments to make them play? Or can they be implemented to plugin as-is? Probably this last question has to be addressed to Bnnm.
As for MAD files - were they used in other VGs? XentaxWiki has entries for some EA formats but specification for "MADk" isn't there.
Do MAD vids look like they have any sound data in them, not just video frames? On a related note, some ASFs from NSOUND.DAT might be tracks for movies that are stored separately.
Finally big thanks for this Skate hint, I made both changes you suggested in Bnnm's BMS and all extracts perfectly now! There're numerous 6ch XMA2 streams however, they sound fine in the beginning but quite weird later on; this should be some FFMPEG playback bug... I guess.
Cheers guys, your work's highly appreciated!
edited 8:47 AM EDT July 17, 2018
- by Nicknine at 11:17 AM EDT on July 17, 2018
- ABKs have normal and streamed variants. Normal one actually contains BNK file embedded into it while streamed one is paired up with AST file. Don't know what BNK files you're talking about, I haven't seen any in the samples you gave me.
MAD video format does sound familiar, I think I've either seen it in another game or read about it. I can't tell anything more than that, you'll have to look it up.
edited 11:18 AM EDT July 17, 2018
- by Ultrafighter at 12:31 PM EDT on July 18, 2018
- All *.bnk come from NSOUND.DAT, there're 15 such files in total and every one has some bugs / errors in playback. You can grab them all here.
For example all subsongs from NSOUND_37.bnk or NSOUND_41.bnk seem to be recognized by VGMstream but they still don't play right: there're lots of static, especially in beginning.
If we take NSOUND_30.bnk & NSOUND_36.bnk we'll see that numerous subsongs have no length, bitrate & stuff; could those unplayables use some different codec, not EA-XA ADPCM? Of course I can only speculate but it doesn't seem to be a bad theory.
Bye!
- by Nicknine at 1:23 PM EDT on July 18, 2018
- Some of the files were unplayable because of unimplemented tags from BNK header, I've added them in my branch. However, I still have a problem with garbage sound, don't know what's up with that. The header looks fine. It's worth noting that I've encountered a similar problem with EA MicroTalk samples in SSX 3 where some sounds would be partially or entirely garbage.
- by Nicknine at 2:47 PM EDT on July 18, 2018
- Opened an issue here.
- by Nicknine at 8:03 PM EDT on July 18, 2018
- @Ultrafighter - these BNKs should play properly now.
- by Ultrafighter at 9:35 AM EDT on July 19, 2018
- @Nicknine - thanks a lot!
Good day Bnnm, remember me talking about those 6ch XMA2 tracks from Skate? I bundled a few samples along with some 5.1 streams from a JoshW set which sound bad now, please look into those whenever time allows.
Here's the trouble with Skate files: the 1st 5-10 seconds of a track play alright, then some weird glitch bursts in (if we had dealt with PS ADPCM I'd have said that interleave value is a bit off), then the rest of a stream is played back with continuous static and finally - it looks like the last 2-3 seconds are cut off. It's more noticeable in some tracks (World_Stream__025 or World_Stream__50 would be the best examples) while others sound much better (for example 2/3 of World_Stream__026 sound satisfactory)
Can this issue be some kind of a bug in FFMPEG libraries (like when we were discussing Full auto 1 multi-channel tracks which required a fix for better playback)? Anyway I hope it's not the files themselves that are wrong / incorrect & it'll be possible to improve plugin to support this sort of XMA.
Another title is InFamous, something makes all the ADPCM XVAGs with 6 channels play with static via foo_input_vgmstream.dll (r1050-1393-gbf8534ae, Jul 14 2018) but fine if I use XMPlay (r1050-1369-g869ca71, Jul 1 2018). Such surround mixes take up almost half the rip so that it'd be great if they sounded good in both versions of VGMstream.
Good luck and goodbye!
- by Nicknine at 2:11 PM EDT on July 19, 2018
- With Skate files it kind of sounds like interleave is screwed up which causes channels to desync more and more as the sound plays.
InFamous bug may be a regression considering you're using an older version of vgmstream for XMPlay. Try getting an older version of foobar plug-in and see if it works.
EDIT: Infamous sounds come out fine if I use test.exe. How curious.
edited 2:17 PM EDT July 19, 2018
- by TheGoldenChild at 5:57 PM EDT on July 21, 2018
- Man, I got wrapped up but here I am trying to get the voice files from Gotham city impostors however when using a script from fear2.bms it gives me named files but the Voice files are unplayable. The file I am giving is the whole sound file which is 2GB.
Sound File
http://www.mediafire.com/file/w0z7fok5hxfy5v1/Layer06.Arch01
Quickbms Script
http://www.mediafire.com/file/4aee8304fmwacz6/fear.bms
- by Ultrafighter at 7:43 AM EDT on July 22, 2018
- Hey TheGoldenChild, are you absolutely sure it's the one & only sound file? I'd unpack all Layer*.Arch01 archives and check if they have snd folder too. I'm judging by my experience with FEAR 2 Project Origin / Reborn (PC) though.
Anyway these headerless (?) WAVs might really prove pretty difficult to figure out, I played with select files from music and menu directories a lot but couldn't make them play: I tried all possible combinations of options (like signed LE 16-bit PCM or sign-bit 8-bit PCM, even dived into 24-bit/32-bit territory) but couldn't get anything remotely musical. Then I checked a few ADPCM codecs with a TXTH... to no avail again.
Could devs use something quite exotic like MP3s without headers or rare type of ADPCM? I can't help but wonder as this is truly a hard nut to crack.
And Nicknine, are there any news about ABKs? I can provide some samples if it helps, they mostly come from old NASCAR VGs but I might also have some examples from 2012 titles soon. Or did EA completely revamp their formats in 2010s again?
Anyway I wish you the best of luck with reversing those old *.ABK files! BTW big thanks for your DAT Unpacker BMS, it works fine on numerous NASCAR installments:
1) NASCAR 2005 - Chase for the cup (PS2);
2) NASCAR (2006) (PSP);
3) NASCAR 07 (Xbox).
Cheers!
- by TheGoldenChild at 1:38 PM EDT on July 22, 2018
- @Ultrafighter
Yea, I am positive and the files are all named it may actually be the BMS script giving the sound files to be headerless but I know any other method you won't get named files. It is a hard nut to crack because at one end you get all files all named and etc. On the other you get some files that are playable however you aren't able to get them named and not all of them extract. So I know that the files aren't encrypted they just aren't in a playable format that may be on the scripts end.
- by Nicknine at 1:48 PM EDT on July 22, 2018
- @Ultrafighter - I'm working on ABK support right now, it's mostly complete. And yes, ABK format was changed in 2007 when EA moved to the new audio system with SNR/SNS.
edited 1:49 PM EDT July 22, 2018
- by marcusss at 9:56 PM EDT on July 22, 2018
- @ bnnm: A quick question..I ripped frostbyte games before without probems.and now I'm trying to rip SW Battlefront 2 for the PS4 but cannot seem to rip the music even though it is using the frostbyte engine. Frostbyte bms isn't working. I'm assuming I am missing something or being PS4 the structure is different. Maybe I am just tired or having a dumb moment...
I don't want to give up ripping this since it was a hefty 44 GB .lol
I have the .toc and .sb pairs..There are those cat/cas fies as well but I'm assuming the audio is in the sb/toc fies. I noticed the game has not been ripped yet on any platform?
Here are a few examples - SWBF2 PS4
The only music ripped so far is the snd0.at9
Cheers!
edited 10:04 PM EDT July 22, 2018
- by Nicknine at 1:00 AM EDT on July 23, 2018
- @marcusss - try Python scripts I posted a few pages back.
edited 1:01 AM EDT July 23, 2018
- by -The.Stage.Maker- at 10:14 AM EDT on July 24, 2018
- Hey, guys.
I'm trying to play and convert these audios to WAV, but I couldn't.
I use the plugin vgmstream for the XMPlay, Winamp and foobar2000.
It is the game of PS4, Uncharted collection.
These audios have the XVAG header, but I think it's atrac9 in 6 channels.
I'm sending the samples in zipped file.
If anyone can check, I'd be grateful.
Thank you.
PS4 audios samples
- by AnonRunzes at 1:10 PM EDT on July 24, 2018
- ok
so i'll just be leaving off some samples here
https://www.sendspace.com/filegroup/m0ivFZksqGuhfsSR721H9g
this link contains a bunch of sample files that came out of both(PS1, Saturn) versions of Soviet Strike
the .xa1 files you'll find on the [sample_files]soviet_strike_saturn.7z were actually extracted from the VIDEOS.RES files using a work-in-progress .bms script
- by bnnm at 1:18 PM EDT on July 24, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
(by bnnm)
- Add ASF decoder [Croc 2 (PC), Aladdin: Nasira's Revenge (PC)]
- Fix some EA-XMA [Need for Speed: The Run (X360)]
- Add TXTP channel mapper/swapper
- Add missing nus3 OPUS .opus extension
- Add EA SCHl ATRAC3plus [The Sims 2 Castaway (PSP), MoH Heroes 2 (PSP)]
- Fix non-stereo Audacious files
- Tweak PS-ADPCM decoding [inFamous (PS3)]
- (dev) Clean .pos code [Ys I Complete (PC)]
- (dev) Handle XA ADPCM in a more standard way
- Add AIFF with XA ADPCM [Crusader: No Remorse (SAT), Road Rash (3DO)]
- Fix XA missing num_samples at the end
- Fix EA-MT full loops not being properly reset
- Add .adp AIFF extension [Sonic Jam (SAT)]
- Fix .adp raw XA [Phantasy Star Collection (SAT)]
- Add .ai AIFF extension [Dragon Force (SAT) sfx]
(by bxaimc)
- Add Falcom NLSD Opus (Ys VIII [Switch])
- Add looping for Air (Android) Oggs and .lflac ext for kicks
(by Nicknine)
- Handle dummy streams in EA BNK files
- Added EA ABK header support
- Added EA HDR/DAT format support
- Added more missing BNK header tags [NASCAR 06 (Xbox)]
- Adjust ADPCM hist detection in BNK files
- EA SCHl: fixes for Gamecube
- Added EA IDX/BIG format support
- Added EA HDR/STH/DAT format support
- EAAC tweaks
- Added support for newer EA ABK format
TXTP now can swap channels, should allow custom channel mappings.
Note that channel masking applies after mappings. Format is:
#ch1 = first
file1.ext#m2-3 # "FL BL FR BR" to "FL FR BL BR"
#do note the order specified affects swapping
file2.ext#m2-3,4-5,4-6 # ogg "FL CN FR BL BR SB" to wav "FL FR CN SB BL BR"
***
@Ultrafighter - I'll redo EA-XMA later as it's kinda buggy so it'll probably fix Skate.
inFamous... how wondrous it worked in XMP/test before.
@Nicknine - About removing SPS Frostbite, well, maybe once NFS Rivals gets fixed/reripped?
@-The.Stage.Maker- - they are using a complex multistream feature, will be added later.
- by Anterag at 1:37 PM EDT on July 24, 2018
- Hi Bnnm, awesome update as always, thanks.
Could you please take a look at my recent thread about Zapper GC STR+STH?
It would be good if this variation could be added to vgmstream.
- by Nicknine at 3:04 PM EDT on July 24, 2018
- @bnnm - speaking of STR/STH, both this and this describe Blitz Games header which is used across all platforms so they should be unified.
Regarding Frostbite, well, I got both NFS: The Run and NFS: Rivals, which files are needed? Just music?
edited 3:06 PM EDT July 24, 2018
- by marcusss at 7:23 PM EDT on July 24, 2018
- Hi Nicknine. Using those scripts I kept.getting errors such as "bundle module not found" even though I have all the scripts installed in the same folder. I already have and use both python 3 and 2.7## installed but no luck. Every script ends up with error when run.usually bundle module not found even though I have bundle.py. Anyway will perservere in the meantime. I have used python scripts quite a bit as they can be very handy. Im a little under the weather at the moment so probably my brain isn't working.
In the meantime I will rip other games.
edited 7:39 PM EDT July 24, 2018
edited 7:40 PM EDT July 24, 2018
- by Ultrafighter at 9:44 AM EDT on July 25, 2018
- Hello Bnnm, it's always nice to see the next update especially when it fixes so many things! Funny thing is I was going to request that "interleaved AT3+ inside SCHL container" stuff in my next post with samples but you've already added it, he-he (not that it's a bad thing).
Anyway I can additionally confirm that ABKs from NASCAR 2005 (PS2) work now so thnx again (this goes to you & Nicknine obviously)
InFamous XVAGs also seem completely fixed, great work!
And the last: I'm planning to bundle quite a few EA samples soon if you don't mind, is it OK? I mean do you still prefer to have more samples less times?
Later!
- by Anterag at 6:40 AM EDT on July 27, 2018
- Hi! I downloaded the Harry Potter & The Sorcerer's Stone PS2 archive from joshw.info and in the folder "stingers", I saw a bunch of *.bwav.comp files.
I can see the first 4 bytes are the compression size but I can't figure out the compression itself.
Any help is appreciated, thank you!
alohomora_sfx01.bwav.comp
edited 6:40 AM EDT July 27, 2018
edited 6:43 AM EDT July 27, 2018
- by bnnm at 11:59 AM EDT on July 27, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add XMD decoder [Silent Hill 4 (Xbox), Castlevania: Curse of Darkness (Xbox)
- Add .xsew wav [Mega Man X Legacy Collection 1 & 2 (PC)]
- Fix some .snwg loops [Mega Man X Legacy Collections: X1/2/3 (PC)]
- Fix XWB v1 subsongs [Silent Scope Complete (Xbox)]
***
@Ultrafighter - Feel free but I think Nicknine may deal with EA bugs better.
@Anterag - I'll take a look later
- by Ultrafighter at 5:07 PM EDT on July 28, 2018
- Hi guys, I'm going to post my example files pack if you don't mind and I hope it's not impossible to figure out / fix them! Description of its contents will follow shortly and the links will be in the body of text.
@Nicknine - NASCAR 06 - Total team control & NASCAR 07 (both for Xbox): they have identical ABKs / BNKs but not a single ABK bank plays, is it fixable? I've got samples right here.
@Bnnm - DL link for everything but NHL.
BioShock the first (JoshW sets for all 3 platforms): MP3 FSBs from PS3 ver. trouble me a lot, their counterparts mostly look like they really contain silence and nothing but silence (99.9% zero bytes and such) but when I analyze PlayStation samples in a hex editor they don't look similar at all, they look like they're actually valid streams that are unplayable for some reason. On the other hand "(unplayable) music_1_radiohappyfeet.wav.fsb" & "(unplayable) music_1_radiojiveatfive.wav.fsb" (PC port) as well as "(unplayable) music_1_radiohappyfeet.xma" don't consist merely of 0x00 bytes too, however it doesn't necessarily mean that they contain anything besides silence (IMHO).
NASCAR 06 - Total team control (Xbox): there're these MAD movies which are apparently the missing link between MPC & VP6 formats, I found out they're used in NFS:U for example and stumbled upon a few solutions for conversion of sound. I chose eaconv.exe from EA_Conv_06i tool pack and got PCM encodings of contained audio tracks but of course I'd like to discover a way to properly demux MADs and only include playable (not re-encoded or trans-coded obviously) streams in my rip.
BTW FFMPEG seems to know such vids and even recognizes audio codec but I haven't been able to demultiplex them... yet. Should we even rely on ffmpeg.exe in such situations, what if its output is going to be unplayble after all? I'll be more than happy if you come up with any solution for demuxing.
SSX (PS3): strangely enough there's not just an SBS bigfile holding multiple SPS tracks, there're also some MUS files which might contain additional BGM, may I ask you to look into them? There're even MPFs in the same folder but maybe they're compressed.
The chronicles of Riddick - Assault on dark Athena (PC): I'd really appreciate it if you edited your BMS a bit so that it works with this variant of XWC. Banks in the game slightly differ from "The darkness 1" counterparts and it doesn't let RENIKRILL's script extract archive contents; ALuigi's BMS works though.
The main difference is that track names are in WAVEINFO file, not STRINGS and that WAVEINFO isn't in plain text. Is it a call for an easy fix or does it require making an entirely new piece of code? I hope the former option is right.
NHL 13 (PS3 & X360): can you please check these videos and tell me if there's any audio inside? VGMToolbox outputs something mysterious (with *.unknown.bin name mask) if I try to demux VP6s.
It's not similar to vids from Need for speed - Undercover or ProStreet, Skate 2 or SSX (2012) when I have playable SNGs with English voiceovers and unplayable BINs with presumably different voiceovers - there're no SNGs whatsoever. If it wasn't EA I'd say that another codec / type of audio container was used there. Anyway there's still possibility that all those *.vp6 contain no sound data.
So long!
- by Nicknine at 2:31 AM EDT on July 29, 2018
- @Ultrafighter - fixed them in my branch.
@bnnm - I've looked at sx.exe and from the way it describes and limits the formats, I have a strong suspicion that Atrac3+ can only be encountered in BNK files since sx.exe version from 2004 only supports producing SCHl streams with EA's own codecs. This means that this whole gig with setup_schl_streamfile is likely not needed.
Also, you did not answer my question about NFS games.
edited 2:32 AM EDT July 29, 2018
- by mariofan12ify at 3:18 AM EDT on July 31, 2018
- M&L Dream Team's .rsd files are broken. They used to work fine but I just checked earlier and noticed that they were broken.
- by bnnm at 3:01 PM EDT on July 31, 2018
- @mariofan12ify - Works fine for me.
@Nicknine - Chunked ATRAC3 is for PSP games (as seen in the commit), that need the code for ABK+AST.
NFS Rivals you can find the sets in joshw using the Frostbite SPS code, so those would need to be redone.
@Ultrafighter - BioShock is all silent, even if data looks otherwise.
SSX .mus have SNR+SNS, maybe similar to other .mus (Nicknine can you take a look?)
For any recent-ish EA movies (.vp6/mad/etc) use this bms, should get better results than VGMToolbox: EA SCHl movie demuxer.
It'll only extract the english track in multiaudio movies but you can edit the bms for others. If it doesn't extract anything video shouldn't have audio; it may fail for Saturn movies ATM though (see line 18). Most NHL 13 are empty.
Riddick I'll check later.
- by Anterag at 6:45 PM EDT on August 2, 2018
- Hi bnnm,
A quick question.
I tried converting the .mus from Harry Potter and the Chamber of Secrets (PS2) (MPEG Layer II) with vgmstream.
The whole MUS archives play fine but I can hear silences between the joined segments.
When I try to convert the MUS files with sx by Dave Mercier instead, there are no silences and I can use a simple joiner to rebuild the full music.
The problem is that SX outputs music with strong buzzing noise in the background, while it's not the case with vgmstream.
I ask you if it's possible to remove the silences contained in those MUS files in order to be able to convert them to WAV and doing an automatic joining process instead of manually adjusting each tracks in Audacity.
Thank you in advance.
Edit: it also does the same thing with Electronic Arts SNS+SNR header Xbox Media Audio 2 from Harry Potter 5 and 6 (Xbox 360).
edited 6:46 PM EDT August 2, 2018
- by Nicknine at 9:29 AM EDT on August 3, 2018
- @Ultrafighter - those MUS files are likely similar to other 7-th gen games, try NFS:UC script.
- by Ultrafighter at 2:07 PM EDT on August 4, 2018
- Hi Nicknine, I tried that BMS before posting here but it didn't extract a single file out of MUS banks, no matter if I chose BE or LE option.
And I've just gotten an update from here but those ABKs from NASCAR 06 still don't play, is it me or your changes simply haven't made it there yet?
Thanks for your movie demuxer Bnnm, finally all the tracks can be acquired from EA vids and I can make some of my rips even more complete! Good thing I backed up those VP6 files from a few titles I mentioned.
Later!
- by bnnm at 5:13 PM EDT on August 4, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Added a missing version number to ABK [NASCAR 06 (Xbox)] (by Nicknine)
- Add Entergram NXA Opus [Higurashi no Naku Koro ni Hou (Switch)] (by bxaimc)
- Add Cricket Audio .cks/ckb [Part Time UFO (Android), Mega Man 1-6 (Android)]
- Add .WV6 IMA [The Fairly OddParents: Breakin' Da Rules (PC)]
- Add FSB5 PCM16BE/VAG/XWMA and improve rare behaviors (from tool tests)
- Fix FSB4 MPEG weird padding bug [Mafia II (PS3)]
- Fix form1 XA bugs [Glint Glitters (PS1), Dance! Dance! Dance! (PS1)]
- Redo Blitz Games STR+WAV [Zapper (GC), Tak (PS2)]
***
@Anterag - You'd need to upload samples, but I suspect fixing those would be extremely hard due to technical issues.
- by Anterag at 5:30 PM EDT on August 4, 2018
- @bnnm - Thank you so much for adding Zapper GC variation into vgmstream.
Regarding Harry Potter and the Chamber of Secrets (PS2) samples, you can find them here: PS2 MUS
For Harry Potter SNS+SNR from the Xbox 360 version, it's here: XBOX 360 SNS+SNR
As I said, *.MUS MPEG-Layer II from Harry Potter and the Chamber of Secrets (PS2) is supported by the Electronic Arts Sound eXchange by Dave Mercier (SX). Usually, I need to split the whole MUS archive into segments before using sx, but that's not the source of the problem since the resulting MUS play correctly with vgmstream (but with silcnes). SX converts without silences but with annoying buzzing noise in the background.
Maybe you need it? It can be found here: SX
Thanks!
edited 5:31 PM EDT August 4, 2018
edited 5:34 PM EDT August 4, 2018
- by Sir-Sabin at 8:49 AM EDT on August 5, 2018
- I just want you guys to know that Final Fantasy XI - Ultimate Collection [Final Fantasy XI - Vana'diel Collection 2] (2009-11-10)(Square Enix) is broken on the latest version of vgmstream
- by bnnm at 12:55 PM EDT on August 5, 2018
- @Anterag - yeah, fixing those is very, very hard. Maybe in the future.
@Sir-Sabin - The X360 version never worked to begin with, it's encrypted. The PC version works except a few broken files I'll fix.
(if somebody happens to have the X360 version of FF11 post some .scd and the .xex/exe)
- by Sir-Sabin at 1:13 PM EDT on August 5, 2018
- It's on the vgm site, i forgot it never worked
Link
- by Nicknine at 9:13 AM EDT on August 8, 2018
- @bnnm - would you happen to have any BNKs from EA games on 3DS (assuming they exist)?
edited 9:17 AM EDT August 8, 2018
- by AnonRunzes at 11:05 AM EDT on August 8, 2018
- can i just chime in instead?
[FIFA12_3DS]aemsbank.7z
- by Nicknine at 11:37 AM EDT on August 8, 2018
- Perfect, just what I needed.
- by Nicknine at 11:48 AM EDT on August 8, 2018
- Ok, these play fine after adding ABK version stamp but some of them reference streamed sounds in AST files. Can you also post Indoor_SFX.ast. AST files are likely in the folder/archive named "aemsstrm".
edited 11:51 AM EDT August 8, 2018
- by AnonRunzes at 11:58 AM EDT on August 8, 2018
- coming right away
[ast]Indoor_SFX.7z
in case you need any more .ast files, i'm already uploading an entire .ast pack
---
here it is
[FIFA12_3DS]aemsstrm.7z
edited 12:26 PM EDT August 8, 2018
- by AnonRunzes at 8:24 AM EDT on August 11, 2018
- by the way, can anyone explain to me how the ss2 extension came to be?
edited 8:24 AM EDT August 11, 2018
- by Ultrafighter at 2:05 PM EDT on August 11, 2018
- Hi Bnnm, may I ask for help once again? There aren't many EA samples this time but some titles might still prove difficult to deal with.
Anyway here are details regarding the pack:
a) Project Gotham racing 3 (X360) - I found this unplayable XWB bank in JoshW set, I tried splitting it with XWBSplit (had to use -I key for the 1st time!) or converting with ToWAV but no playable results so far;
b) Saints row the 3rd: The full package (PC) - only this pair of WEMs is unplayable (convertible with WW2OGG though) but maybe these small streams are simply prefetch / truncated versions of other tracks? Their names may suggest precisely that;
c) Skate 2 (PS3) - strangely enough 2 BGM segments (out of a few thousand more) sound weird as if interleave value is wrong but as you can see both preceding & following segments are played back fine. Can it be the problem with some MPEG DLL instead of VGMstream or splitting procedure? You told me that was the case with some SCHL segments from Goldeneye: Rogue agent MUS files;
d) Stuntman Ignition (X360) - now this one might the hardest nut to crack, ALuigi couldn't fully understand this type of an archive & write a BMS to unpack all its contents (those were PS2 samples and I'm still hoping I'll get some reply in regards to X360 example files) but I hope that you'll be able to divide those MBK banks into tracks somehow. I mean it should be uncompressed audio and well-known codec on both platforms so maybe you manage to figure out some way of splitting MBKs (taking into account your knowledge about structure & attributes of XMA / Sony ADPCM encoded streams)...
There're loads of examples because those *.mbk are probably used to contain every single piece of audio from the game. If more samples are needed just tell me;
e) UFC Sudden impact (PS2) - I mentioned it earlier and I've just tried that new bigfile-dividing method I came up with (splitting the bank not by any kind of specific search string but by that stop marker, the one that looks exactly like its counterpart in The matrix - Path of Neo for PS2) but it still doesn't work too well (most likely lots of zeroes in start of each stream prevent it from playing correctly). I'd truly appreciate it if you devised something more sophisticated which should do the job better!
Now that I think of it these 2 cuts might be too tiny so feel free to request bigger ones if they're needed. Oh and I almost forgot to mention that I suppose interleave has to be 0x2000 for most or all tracks.
All the best!
- by AnonRunzes at 1:24 PM EDT on August 12, 2018
- oh yeah, here are the .ahv files from the Headhunter PS2 game
ahv_samples.7z
i'm also posting .xwb/.xsb files from the Xbox version of Headhunter Redemption right here if needed
[headhunter_redemption_xbox]xwb_xsb.7z
- by bnnm at 6:05 PM EDT on August 12, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix various Ubi BAO [Splinter Cell: Conviction (X360/PC), Scott Pilgrim (PS3/X360)] (by Nicknine)
- Added a workaround to RIFF for Halo 2 PC (by kode54)
- Fix some .bgw negative samples [Final Fantasy XI (PC)]
- Fix some .wem [Saints Row the 3rd (PC)]
- Fix some .xwb [Project Gotham Racing 3 (X360)]
- Fix rare EALayer3 with proper loops [Need for Speed: World (PC)]
- Fix VPK num_samples and cleanup [God of War (PS2), NBA 08 (PS3)]
- (dev) Fix layered layout with layers of varying channels
- Add .wua IDSP and cleanup [Lego Dimensions (Wii U)]
- Add ADS .800 extension [Gundam: The One Year War (PS2)]
- Add multistream ATRAC9 FSB5 [Little Big Planet (Vita)]
- Add FSB CELT decoder [Vessel (PC), Runner2 (PC), The Witcher 2 (PC)]
NOTE! There are 2 new libcelt DLLs, must copy etc. Split CELT FSB4s (fsbii.exe) may or may not sound bad for reasons beyond my control.
***
@Ultrafighter - Skate 2 is the MPEG DLL yeah. I want to notify the author but I have to make proper samples.
Bigfiles are boring and time consuming to check... maybe later.
- by Ultrafighter at 6:31 AM EDT on August 13, 2018
- "Bigfiles are boring and time consuming to check... maybe later"
Does this apply to UFC & Stuntman banks only, not to World_Stream.mus from Skate 2? I mean are you sure that it's MPEG DLL causing that playback bug, not splitting process which could have gone wrong?
The reason I'm asking is rather simple & straightforward - can I add this PS3 set to VGM archives right now or should I wait for you to double-check both World_Stream.mus & ea_mus_sns_snr_type1.bms to see if the script really processes the bigfile correctly? I can wait a little with this release if there's actually a tiny chance that specific MUS wasn't divided into segments properly and it should be split again (with a tweaked BMS I suppose).
Bye!
edited 6:33 AM EDT August 13, 2018
- by Koto at 10:41 AM EDT on August 13, 2018
- At least Scott Pilgrim is playable :) Thanks
I'd like to know why there's so many repeated files in that set (For example, I found 31 times the Credits Theme). Are meant to be played all together in differents channels (TXTP needed?) or are just duplicated files?
Anyway, is awesome having this set. Glorious 8 bit beat.
EDIT: Unfortunatly, seems also all those SPK files aren't playable yet :(
edited 10:47 AM EDT August 13, 2018
- by Nicknine at 10:58 AM EDT on August 13, 2018
- @Koto SPK file contents are referenced by PK files and vgmstream properly handles that. So when you load a PK file it also loads any referenced tracks from SPK files.
- by Koto at 11:23 AM EDT on August 13, 2018
- @Nicknine: Thanks for the clarification!
Just one question, I don't find the first level theme (Another Winter in OST), where or how can I play that file?
- by Nicknine at 3:26 PM EDT on August 13, 2018
- No idea, I haven't actually played that game.
- by bnnm at 4:29 PM EDT on August 13, 2018
- @Ultrafighter - The DLL does cause the sound glitches. The bms seems to be missing a few bytes at the end of each file, but doesn't seem audible.
@Koto - PK/SPK are basically a database, so multiple PKs (headers) can reference the same SPKs (data), repeats are normal.
Should work decently enough, but the format is really devious so we could be skipping some song by mistake.
- by Ultrafighter at 1:05 PM EDT on August 16, 2018
- Alright, I got it.
BTW are there news about NFS Hot pursuit (2010) or Skate 1 (6ch EA XMA)? And in regards to planned BMS (SPH+SPS maker) for those headerless streams from HP '10: there's that track intended to be used in a movie (according to Nicknine) which was divided into 3 files, should it be stitched before we use that script on it or are we going to add a header to each said file?
So long!
- by marcusss at 9:51 PM EDT on August 16, 2018
- Hi bnnm. Was wondering if it is worth supporting .at9 inside xvag header as a ps4 game I'm ripping has lots of music tracks this way or should I just extract the atrac9 audio? I ask because it is a good idea to keep original bgm sructure so prefer not to hack at it :p
Examples from Farpoint PS4
XVAG Examples
Thanks
edited 7:34 AM EDT August 17, 2018
- by Nicknine at 6:09 PM EDT on August 19, 2018
- @Ultrafighter - I don't think it's possible to properly handle these split sounds from vgmstream so you'll have stitch them together manually.
- by bnnm at 11:03 AM EDT on August 20, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Improved EA ABK/BNK/3DS support and other EA fixes (by Nicknine)
- Fix EA SCHl ATRAC3 skip samples and remove .AST (now playable with .ABK+AST)
- Add Firebrand Games .wavebatch [NFS: The Run (3DS), F&F: Showdown (3DS)]
- Add TXTH sample_mode "blocks" (where bytes = blocks * interleave * channels)
- Add .hd3+bd3 [Elevator Action Deluxe (PS3), R-Type Dimensions (PS3)]
- Add Sony .bnk [Puyo Puyo Tetris (PS4), NekoBuro: Cats Block (Vita)]
- Add HCA key
- Fix EA EAAC looping for RAM assets
- (dev) Clean .bfstm and add region debug code
- (dev) Clean FFmpeg skip samples parsing
- (dev) Clean G719/G7221 a bit and remove unnecessary use of stack_alloc
- Redo .nus3bank to parse as a bank with subsongs
- Improve read/seek performance for blocked layouts
- Improve .sts+int/.x [Shadow of the Colossus (PS2), Ape Escape 3 (PS2)]
- Add proper H4M decoding [Resident Evil 0 (GC), Tales of Symphonia (GC)]
- Fix .rws subsong segments [Madagascar (PS2)]
- Fix disabling looping with layered layouts
- Fix plugins sometimes not showing proper time with looping disabled
- Add old .scd SSCF [Crisis Core FFVII (PSP), Dissidia 012 (PSP)]
- Fix blocks hanging with broken files/incorrect offsets
***
@Ultrafighter - Nothing yet.
@marcusss - I'll fix it later. They aren't be playable even if you remove the XVAG part.
- by Anterag at 11:45 AM EDT on August 20, 2018
- @bnnm - AMAZING update with the subsong segments fix with ORIGINAL FILENAMES! (for Madagascar).
Do you think it's possible to do it for PC, Xbox and Gamecube also?
GC uses Nintendo DSP, XBOX= Little Endian PCM, PC= IMA.
EDIT: It works for PC, Xbox and PS2. Didn't test the GC version but I guess it's also supported.
I must ask though: on Foobar2000, when you drag and drop the RWS bigfiles, vgmstream split them into several music, with filenames like this "music#1 (original_filename)", but when I convert them, only "music#1" stays, while the original filename is removed in the name. It's a problem because you can't recognize them easily as it is possible when you have them on Foobar2000.
Could you please tell me how can I change this setting in order to convert and leave the filename?
Thank you in advance.
edited 11:49 AM EDT August 20, 2018
- by marcusss at 7:57 PM EDT on August 20, 2018
- @bnnm :: Yes thanks for taking a look at the Farpoint Music... I look forward to seeing support for them, whenever you are free as I am sure you always busy. Cheers!
- by Ultrafighter at 4:09 AM EDT on August 21, 2018
- @Anterag - It has nothing to do with VGMstream, you simply have to change converter settings in FB2K itself.
Here's an example: right-click that "music#1 (original_filename)" subsong in your playlist and go to Convert -> ... -> Destination -> Name format then change whatever is written there (like %filename% or "%tracknumber%. [%artist% - ]%title%") to %title% & finally click "back" button.
Once you're back in Converter Setup window you can either convert that subsong immediately or save this newly created preset first (just click "Save <<" button and invent some descriptive name for it, like "WAV bank" or "streamed subsong").
I hope this was helpful, see you in a bit! Best regards!
- by Anterag at 6:06 AM EDT on August 21, 2018
- @Ultrafighter - Thank you!!
- by Knurek at 11:41 AM EDT on August 21, 2018
- @bnnm: Thant's for the .wavebatch support, I've uploaded all(?) four sets using this format.
Unfortunately, Cars 2 doesn't seem to work with current VGMStream build - I put it on the server, in the zzz_unplayable folder (10 MB total, so didn't seem worthy uploading some samples for you).
- by AnonRunzes at 4:15 PM EDT on August 21, 2018
- uhh
does anyone here have something that can demux .smv files as seen in that one 7(Seven) game made by Namco?
- by bnnm at 6:29 PM EDT on August 21, 2018
- @AnonRunzes - I put a demuxer bms in the joshw set.
@Knurek - .wavebatch was also used in some Firebrand mobile game, so I think it could exist elsewhere.
- by AnonRunzes at 8:44 PM EDT on August 21, 2018
- unfortunately joshw has not been kind with my download speed yet, must be my internet provider or something
besides i've already wrote a smv demuxer myself, this time it extracts not only the PCM audio part but the MPEG-2 video part as well - shame i won't post it now thanks to some rather complicated matters i've been heading with myself right now
edited 9:11 PM EDT August 21, 2018
- by Nicknine at 9:14 PM EDT on August 23, 2018
- Has anyone examined Prince of Persia: The Sands of Time files? I've looked through all soundbanks and I can't fight the two boss fight tracks anywhere (from Sand King fight and Vizier fight).
- by marcusss at 8:55 AM EDT on August 27, 2018
- Thanks for the vgmsream update guys. Farpoint (PS4) xvag atrac9 works great :) Interesting they used 5 ch atrac9 not 6
- by bnnm at 10:37 AM EDT on August 27, 2018
- latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- (dev) Clean builds and enable VORBIS/MPEG manually for consistency
- (dev) Layout cleanup
- (dev) Detect loop segment automatically
- (dev) Make generic block_update and auto-call in vgmstream_open_stream
- (dev) Set dual stereo as a meta flag rather than a static list
- Optimize STDIO/FOO streamfiles slightly
- Add .wavebatch PCM8 [Cars 2 (3DS)]
- Add .xna XWB [Touhou Makukasai ~ Fantastic Danmaku Festival (PC)]
- Add .dax RIFF [Love Game's - Wai Wai Tennis (PS1)]
- Fix various .vag issues [Shikigami no Shiro (PS2), The Red Star (PS2)]
- Fix PS2 VGS/ASS/VPK/etc samples, glitches and cleanup
- Fix PSH/VSV loops and glitches [Romancing SaGa (PS2)]
- Move MIB+MIH to its own meta and fix rare files [Gladius (PS2)]
- Rename ps2_mib to ps2_headerless, and lower parse priority of raw metas
- Add TXTH "loop_flag = auto" to autodetect PS-ADPCM loop points
- Improve/fix AWC XMA streamfile for certain cases
- Redo EA-XMA with custom IO for fixes [Skate (X360), NFS: MW (X360)]
- Fix multilayer XVAG ATRAC9 [flower (Vita), Farpoint (PS4)]
- Fix some .SFL looping and SLI cleanup [Hanachirasu (PC)]
- Fix Lunar 2 SCD loops/sample rate/stereo and PCM8 cleanup
- Fix Next Level IDSP last interleave/jingles [Mario Strikers Charged (Wii)]
- Add RFRM .csmp and cleanup [Donkey Kong Country Tropical Freeze (Wii U)]
- by Anterag at 11:06 AM EDT on August 27, 2018
- @bnnm - Hi! Amazing update as always! Thank you.
I must ask something though: could you please take a look at Beenox's DAT archives? (like streams.dat, streams2.dat)?
Aluigi was able to write a script for the PC version of Monsters vs. Aliens video game (link --> script. The resulting audio files has the IMA ADPCM codec but they're headerless and they're interleaved at the nibble level, which isn't supported by VGMToolbox.
I also know Beenox XBOX 360 version games use XMA audio contained inside the Streams.dat archive, while the Wii versions use DSP and the PS2 versions Sony ADPCM.
Besides, the PC version of Bee Movie Game (Beenox) Streams.dat is supported by ToWav.
So my question is: is there a possibility to implement this format into vgmstream so that the Streams.dat would be splitted into several audio files like #1, #2...?
Here are the samples for The Amazing Spider-Man 2 for PC, PS3 and Xbox 360 Streams2.dat: XBOX 360 // PC // PS3
Thank you in advance!
PS: FOR THIS GAME
PC uses Custom Vorbis
PS3 RIFX
Xbox 360 RIFX
edited 11:13 AM EDT August 27, 2018
edited 2:21 PM EDT August 27, 2018
- by mariofan12ify at 11:30 AM EDT on August 27, 2018
- Great update! I'm glad the loop issue for Mario Strikers Charged was fixed.
A question I'd like to ask is if the looping issue for Mario Golf World Tour is a problem with the rip or a vgmstream bug? Because it still hasn't been fixed yet. Well technically it still loops but there's a loud sound in every track's loop point.
edited 11:32 AM EDT August 27, 2018
- by Nicknine at 11:39 AM EDT on August 27, 2018
- @Ultrafigter - VGMToolbox actualy does support this, you gotta set Interleave to -1. Alternatively, you can just use TXTH.
I don't think it's possible to add support add support for this to vgmstream, it's not a soundbank, it's just Beenox archive format that they use for storing all their assets.
edited 11:41 AM EDT August 27, 2018
- by Anterag at 12:28 PM EDT on August 27, 2018
- @Nicknine - Thank you for your answer (I'm not Ultrafighter though)
- by Anterag at 1:59 PM EDT on August 27, 2018
- Edit from previous previous post: PC version uses Custom Vorbis, Xbox 360 RIFX & PS3 RIFX
Edit 2: Dialogue filenames are written plain text
Edit 3: WAVE Scanner (Alpha23) is useful then renaming to lwav then playing with vgmstream.
edited 2:21 PM EDT August 27, 2018
edited 2:36 PM EDT August 27, 2018
- by Nicknine at 7:50 PM EDT on August 27, 2018
- @Anterag - Oh, wait, I have confused this with Edge of Reality games (one of which was ported to PC by Beenox). From looking at QuickBMS script, it indeed looks like a soundbank format. But AFAIK, soundbanks aren't usually implemented unless it's a single format used across several games from the same publisher/developer (like Ubisoft sb format). It's up to bnnm.
- by -The.Stage.Maker- at 4:40 AM EDT on August 28, 2018
- @bnnm - Testing this new update, the XVAG ATRAC9 6ch from the Uncharted Collection (PS4), are now working properly.
Thanks in advance!
- by bnnm at 3:34 PM EDT on August 28, 2018
- @Anterag - I don't think it quite qualifies to be added. The RIFF/RIFX are .wem tho.
@mariofan12ify - Get this fixed rip. Some remaining minor glitches will be fixed next release.
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