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Boku no Natsuyasumi (PS1) - BOKU_XA.XAM by AnonRunzes at 12:26 PM EDT on May 13, 2017
So, I came across this game that seems to store interleaved XA files. As in, storing 0x930 bytes of one audio file after another without a way to actually distinguish between them(such as a straightforward way of storing XA files like in many PS1 games that use the CD-XA format) in some "partitions".

For example, there is one partition(when extracted through VGMToolbox) that has multiple files chunked together by 0x930 bytes each even through they all sound very different.

Here is the file in question:
BOKU_XA.7z

edited 6:34 PM EDT May 13, 2017
Could use some help with .SSD files by Therius Shulk at 6:17 PM EDT on May 18, 2017
These are often found in Capcom games like Zack & Wiki and Monster Hunter Tri. Using the zwsrt01 codec found here, I'm trying to make BGM for Tatsunoko vs. Capcom: Ultimate All-Stars playable. Running the batch file gets me an "open input failed" message every time.

Any help would be appreciated.
Playing PS2 .AST files by erie557 at 11:49 PM EDT on May 18, 2017
Hi, I've been all over the internet trying to find a plugin or decoder nothing really seems to work. I did find one tool called MF Audio and it was able to decode it but only in very low quality. It had defects and popping audio. Does anyone know anything? Maybe something I missed? I can't find anything.
Which .app file from the Wii Shop contains the brsar with the BGM sequence data? by Markyparky at 4:06 PM EDT on May 24, 2017
So using a combination of the tools mentioned in this thread I was able to download .app files for the Mii Channel, extract from them a file called NigaoeSound.brsar, and therefore generate a MIDI and a soundfont for the Mii Channel background music.

I tried to repeat the process for the Wii Shop channel, but I just can't find a brsar/brseq anywhere in the (accessible) .app files. When I open some of them in ArchiveExplorer I get the error "Could not load archive! Given file was not a supported archive format.", and the .app files this happens for will just crash U8Tool.

I saw that a file named 'wwwlib-rvl.lz7' in 00000009.app was relatively large so I thought the what I'm looking might be in there - I converted it to an ARC then extracted that ARC but that just contained files for the internet browser.

Has anyone (other than SiIvaGunner) managed to get sequence+sample data out of the Wii Shop Channel? If so, where did you find it/how did you extract it?

Edit: If it helps, I did a search through the raw data of the files, and found that the contents of 0000005e.app and 0000005f.app (or 00000034.app and 00000035.app for the Korean version) both at one point reference a .brsar file "/arc/sound/iplSound.brsar". 0000005f.app does not contain this file, and 0000005e.app is one of the files that doesn't seem to like extracting.

edited 4:37 PM EDT May 24, 2017
USF on the real hardware by hally at 6:44 AM EDT on May 26, 2017
Hi!

I'd like to know if there is any method to play USF files with the real N64 hardware.

Thanks,
Kirby Super Star Ultra Soundfont? by 20cayers at 6:34 PM EDT on May 27, 2017
Excuse me, but does anybody have a Kirby: Super Star Ultra (not original Super Star) soundfont? I just love the instruments better than the original, and I want to make some awesome remixes with it! I've been searching EVERYWHERE, but I cannot seem t find one. Can anyone help me please?
What Format Does Brawl Use in Its .brsar? by Kurausukun at 9:45 PM EDT on May 28, 2017
What format are the sounds that are stored in SSBB's smashbros_sound.brsar file? I'd like to be able to encode them manually and replace them instead of relying on programs like Super Sawndz or Brawlbox, since they always re-encode, and that can be lossy. Plus, Sawndz doesn't support stereo sound effects at all, and Brawlbox doesn't handle them that well.
Experimental fast ADX encryption cracker by furrybob at 1:43 PM EDT on May 29, 2017
I was recently asked by @bnmm about guessing keys for encrypted ADX files. Sadly, I knew nothing about ADX encryption at the time. Yesterday I remembered bnmm's comment, and decided to have a go at it, and here's the result.

Link
Usage: VGAudioTools.exe CrackAdx <path to files>

Unlike GuessAdx, this operates on a folder of encrypted ADX files, with the goal of finding keys as quickly as possible, usually within 1-3 seconds.

Once a valid key is found, it will be used to decrypt, decode, and reencode all the ADX files in the folder, and the re-encoded file will be compared to the original. The closer to the original the re-encoded file is, the more likely the found key is correct.

I only implemented type 8 encryption cracking. I'll probably add type 9 soon.

@bnmm I haven't looked at that Japanese ADX cracker yet. I might take a look now that I've made one myself.

Instead of reimplementing some stuff in a separate program, I used my library, VGAudio, for reading, decoding, and encoding the audio. Just a note in case anyone wonders why the .exe is so large.

edited 1:47 PM EDT May 29, 2017
PS2 Resident Evil 4 .SND Audio by Sonderhen at 8:03 PM EDT on May 29, 2017
Hello guys, i need help to extract audios in .snd format.

PSOUND found 26 audios inside file, but i need find how i extract the audios:

https://www.mediafire.com/?idtjuez94k9judr
Three looping questions. by glennmagusharvey at 8:40 PM EDT on May 29, 2017
1. Is it still not yet possible to loop any of the three versions of Gurumin's soundtrack (.de2, .at3 and .at3.pos, .aac)? If it is possible, what program do you use, and if it's foobar2000 or Winamp, what component(s)/plugin(s)?

2. Is it still not yet possible to loop Mega Man Network Transmission's .dsp format tracks?

3. Is it possible to get foobar2000 to loop OGGs, and if so, what component(s) are necessary? (I can use XMPlayer to loop OGGs but I'd like to do this in foobar2000 if possible.)

edited 9:20 PM EDT May 29, 2017
PSX+360 RIP by PrinceSnake at 8:06 AM EDT on May 31, 2017
Hello there, it's been several years that I'm searching for a gamerip of these games.

Disney's Atlantis: The Lost Empire. (PSX)

Hard Edge or know as : T.R.A.G.: Tactical Rescue Assault Group - Mission of Mercy (PSX)

Lucidity (360)


I've checked several website that were sharing gamerips in their original format but didn't find these.

Thanks a lot,
Venouney.

edited 9:05 AM EDT May 31, 2017
Plagiarism and Inspiration in VGMs Thread by rebooter23 at 1:06 PM EDT on May 31, 2017
Let's collect musical pieces and other sources our beloved VGM composers got influenced by, copied or plagiarized.


I'll start.

The superstar Koji Kondo got heavily influenced by these tracks:

Super Mario World Overworld Theme
Matt Bianco - Get Out Of Your Lazy Bed

Super Mario 64 - Dire, Dire Docks
Intro to "The Adventures of Milo and Otis" (at 3:21, it's the second part of the Dire, Dire Docks Melody)

Starman Theme
What's The Buzz from Jesus Christ Superstar
Extracting the sequence and samples from PSF by Xane123 at 5:23 PM EDT on June 3, 2017
I downloaded and like the PSFs of Mega Man 8, liking how unlike the PlayStation Mega Man X games it's sequenced, not rendered or whatever they did with the SEGA Saturn version.

However, I'd like to convert it into MIDI just so I'd be able to see the notes (the thing I like about sequenced music), especially for Rockman 8 Beta 1, with the placeholder music.

I was reading on some website VGMToolbox could do it, but when I dragged PSFs onto it when the PSF Data Finder was onscreen, it said it was extracting things but none appeared in the folder.

Is there a way to convert the PSFs into MIDI and soundfont files?

• I think the dummy stage music in Beta 1 sounds good and would probably like to try remaking it as it sounds like it's just a chord at different keys, nothing complex.
• I swear I hear a Mega Man X2 sample in some of the placeholder songs (not the final). For example, in beta Frost Man's song here. Compare those high lead notes to the instruments during the intro of this song.
• The stage select music in the beta sounds rendered, not sequenced, so it'd be nice to confirm it. All other songs sound louder and less muffled. Speaking of that, is there a way to know a PSF is even sequenced?

edited 5:28 PM EDT June 3, 2017
Vicarious Visions VOX ADPCM/HWAS SAWH (DS games) by Mygoshi at 6:47 AM EDT on June 4, 2017
So, I have a game called Over The Hedge on Nintendo DS. Audio is stored in GOB archives (attached with GFC). I extracted this archive with the script written by Aluigi, for Over The Hedge. The extracted audio files are VOX ADPCM (with "sawh" magic in them). This game has been ripped on 2sf.joshw.info, and contains HWAS files. When I play them with vgmstream, they don't play right, they skips. It seems the codec is not exactly 4-bit IMA ADPCM, but something a little bit different. Here are all the infos I have about the file I will provide (settings used to create GENH on VGMToolbox)

Codec: 4-bit IMA ADPCM
Header Skip: 0x200
Interleave: 0x10
Channels: 1 (Mono)
Frequency: 15001 Hz

Basically all I want is to play the files like in-game, tiny little silences but without any skips or distortions.

Here is the file SAW file : HERE

Thanks in advance.
Ripping stems with vgmstream? by SecretAgent2001 at 8:32 AM EDT on June 9, 2017
Is there any way that single channels can be ripped in vgmstream, and not just the song with all the stems + instruments combined? Or are the files just simply different compiled formats like wavs, where there aren't any sequenced instruments? The file I'm trying to do this in is Super Smash Bros Melee's .hps file (I also want to try this with other game's sound file formats too).
Michael Jackson Presents - Sonic the Hedgehog 3 & Knuckles by SmartOne at 2:48 AM EDT on June 10, 2017
https://mega.nz/#!uYoB2AxC!V0TZ7yFK1rAAnSelhrDDxtYo-fyz5Zvw9tLuCPb0ehU

Michael Jackson Presents - Sonic the Hedgehog 3 & Knuckles

...and also some other people such as Howard Drossin, Brad Buxer, a bunch of Japanese people whose names you won't remember, and the MIDI slaves.

Try to remember THAT title in your alphabetically sorted album list!

That's right, Mike. Roll over in your grave. Like it, Michael. LIKE IT.

(Context Clues):
http://info.sonicretro.org/Michael_Jackson_Involvement_with_Sonic_3

"B&W: Can you clarify the rumor that Michael had in 1993 composed the music for Sonic 3 video game, for which you havel been credited?

Buxer: I've never played the game so I do not know what tracks on which Michael and I have worked the developers have kept, but we did compose music for the game. Michael called me at the time for help on this project, and that's what I did. And if he is not credited for composing the music, it's because he was not happy with the result sound coming out of the console. At the time, game consoles did not allow an optimal sound reproduction, and Michael found it frustrating. He did not want to be associated with a product that devalued his music...

B&W: One of the surprising things in this soundtrack is that you can hear the chords from Stranger in Moscow, which is supposed to have been composed later...

Buxer: Yes, Michael and I had composed those chords for the game, and it has been used as base for Stranger in Moscow. [...]"


How 'bout you go ahead and define "optimal" as in "optimal sound reproduction," eh there, Buxmaster? You know, in your professional, artistic opinion.

Sonic & Knuckles Collection was released for Windows 95 in 1997. The music playback system is MIDI, and the game includes two sets of MIDIs from which to choose. Those sets are entitled "FM Synthesizer" and "General MIDI," despite neither of them having anything to do with real Frequency Modulation synthesis; they are simply different MIDI arrangements. The game relies on the sound card or Windows' built-in DownLoadable Sounds ("gm.dls") for a sound font.

The "General MIDI" set generally (lol) sounds more "primitive" or "retro," which could be considered counterintuitive. Given any song, a version from one set tends to have a richer instrumentation and/or more accurate rhythm and/or unique embellishments than the other set (for embellishment example: the end of "Final Boss"). It's possible that two MIDI arrangers interleaved work on both sets, given the clear difference in sequence quality. For some reason, multiple tracks were replaced with new compositions. In many cases, the new compositions are preferable to the originals. Theories explaining the reason for the song replacements:

1. Michael Jackson's grunts/compositions were just too darn copyrighted
2. Drum and voice samples were too hard to fake using MIDI

Songs replaced:
1. Sonic the Hedgehog 3 - Knuckles' Theme
2. Carnival Night Act 1
3. Carnival Night Act 2
4. Icecap Act 1
5. Icecap Act 2
6. Launch Base Act 1
7. Launch Base Act 2
8. Sonic the Hedgehog 3 - Credits
9. Competition Menu

Songs simply omitted because they were lazy/negligent:
1. Sonic the Hedgehog 3 - Boss Act 1 (also known as, "Let's just pretend Sonic & Knuckles is always locked on, even in Sonic 3 mode. We already have a Boss Act 1; no one will care!" Utterly deprived)

Songs that went unused because extra Credits music is great. Apology for the above omission:
1. Unused

In the spirit of GNU Make's wonderful, bottom-up (read: scatterbrained) documentation, I now give you the high-level summary of what this is: This is all of the songs from Sonic the Hedgehog 3 & Knuckles, interleaved with the "best" MIDI versions for each song in Sonic & Knuckles Collection. Even though Window's official Roland sound font could be considered the accurate baseline for the true Sonic & Knuckles Collection experience, the instrument samples' rates are only 22.05 Hz. That's basically half of CD quality. More is good, yesh? I used "WeedsGM3.sf2" instead because of its high quality. Pretend it's from a sound card that didn't exist in 1997: http://www.simpilot.net/~richnagel/#soundfonts

Rendered MIDIs with the foobar2000 plugin "foo_midi" with reverb and chorus processing turned OFF. Cheese reverb is cheese. I chose the "better" of each MIDI pair, so you don't have to! I fixed Sonic & Knuckles - Knuckles' Theme (A) by replacing the "Gunshot" instrument with "Chinese Cymbal." Low-note cannonfire isn't quite the same as Asian.

Rendered Sega Genesis with SMPSPlay 2.11. Problem: Playback clips, and there's no way to adjust the volume. I ended up using Cheat Engine to hack the output scale factor down by a bit shift. Searched for the YM2612 sample rate 53267 and modified surrounding bytes based on the structure in the source code. Similar procedure for the PSG. No more clipping! By the way, SMPSPlay 2.11 is the best way to render SMPS music driver games, because it doesn't clobber the DAC samples like on the Sega Genesis. Enjoy that percussion and Michael's sexy voice.

All ReplayGain-ed (with prevent clipping according to peak) for your optimal listening pleasure. Right Brad?

I've been wanting to do this project (combined Genesis and PC album) for a long time. Done.

Credits:
Valleybell: https://github.com/ValleyBell/SMPSPlay - The real work. Sounds great. Also, MIDI rip made possible by: http://info.sonicretro.org/SKC-Midi

edited 1:28 AM EDT June 11, 2017
Cookie Run Ovenbreak music decryption by tamincog at 4:08 PM EDT on June 13, 2017
I've been searching around in the game's com.devsisters.gb archive and found out the app has sequenced music, and a lot of it! Unfortunately the files are locked, but oddly enough the soundfont isn't. Could there possibly be a key within the app to decrypt the midi files?

soundbank (if it saves as .crb, rename to .dls
encrypted midis
Attack on Titan's (PC) audio format by McCunyao at 10:17 AM EDT on June 17, 2017
Good evening everyone, newbie here on the forums.

I've been trying to find information about the audio format that's being used in Attack on Titan: Wings of Freedom for PC. It seems that the game uses two different systems (I'm a newbie in audio findings, please bear with me): The already known KOVS format for the music and a different system for the rest of the audios (Voices, SFX, cutscenes).

I'm interested in extracting the second format for this version. Can you please help me out?

I've placed some samples a while ago here.

edited 10:19 AM EDT June 17, 2017
Mobile - Music by datschge at 2:34 PM EDT on June 17, 2017
Thought this might deserve its own thread and more exposure. On the one hand mobile games are low hanging fruits (especially the F2P ones) on the other hand mobile games are constantly disappearing, may that be due to losing compatibility or discontinuation of service. Especially the latter case most often leads to loss to digital nirvana.

The music definitely can be worth it, e.g. just check out the new SINoALICE by Yoko Taro/Keiichi Okabe of Nier fame.

I personally started by network sniffing as surprisingly many games (like discontinued Skylock, Valkyrie Anatomia, Valkyrie Connect) get data from servers that are also reachable with a browser. I moved on to Bluestacks to get file system access which is way more comfortable, though quite some games seem to detect that environment and just don't start, so I guess a real Android device which can be put in development mode only when required may be more suitable. I'd love a rip of Terra Battle (by Nobuo Uematsu), Heaven x Inferno (by Yuzo Koshiro), Star Ocean anamnesis etc.

Then there's formats and encryption. My impression so far is that most games use Ogg Vorbis or CRI (mostly HCA, but some ADX) along unidentified stuff. User furrybob posted a program to get the key for encrypted ADXs, user ssh managed to get keys for encrypted HCAs. Samples can be found in their respective APK (really zip) files, but never take an APK as complete. Nowadays they are only like installers that get most of the data at a later point.

Tool wise aside the obvious VGMToolbox I suggest UnityEX as extractor for diverse Unity files (which most mobile games appear to use).

Long story short, I hope more people look at that field. Plenty traditional VGM composers are active there so I'm sure there's good stuff to unearth. Also maybe some other sites and people already did work that can be brought together here?

edited 8:26 AM EDT June 18, 2017
How to open Namco roms in Hoot? by tamincog at 3:52 PM EDT on June 17, 2017
Found a curated bundle around here, but as far as certain Namco games go, only 6809 & WSG combined roms only work. Right now I've been trying to open Pac-Man, Pac-Land, and Dig Dug, which do load the M1 track names, but no audio data. Is there any way around this?
vgmstream Plugin for REAPER by maxton at 8:10 AM EDT on June 18, 2017
I like being able to plop any audio file I have into REAPER to start editing, and VGM is no exception. So I've gone and written a REAPER plugin wrapper for VGMstream for all you lovely folks to use if it's any help to you.

GitHub repo for the source code
Direct link to the latest release, where you can download 32- and 64-bit DLLs precompiled.

The DLLs go into the C:\Program Files (x86?)\REAPER (x64?)\Plugins folder.

Because I had trouble building it otherwise, this has all external library (ogg, mpeg, G.722, etc) support disabled, but I hope to figure out how to add that back in the future. I've tested this minimally, so please report any issues here or preferably on the GitHub project itself.

edited 8:12 AM EDT June 18, 2017

edited 8:13 AM EDT June 18, 2017

edited 12:03 AM EDT June 19, 2017
Sly Cooper 2&3 by froggestspirit at 10:56 AM EDT on June 18, 2017
After many failed attempts, I have finally managed to locate the music files from Sly 2 and 3 for PS2.
The PS3 versions were missing tracks (at least in sly 2). I used Cube Media Player 2 to scan the disc, although that only started the project. I found that the music files are generally 44100hz ADPCM, with 4096 interleve. I wrote a program to rip the raw files from the disc based on the playlist from Cube Media Player. Since many songs in the game have more than 2 channels, I wrote another program to separate each channel, and then one to re-combine them into stereo tracks without a loss in quality (since this is reading and writing the audio as binary). The main issue I have is that there seems to be a clicking sound in the audio, and this can be easily heard in the 2-channel tracks strait from CMP. The other issue is that there seems to be no header for the audio tracks (although there seems to be a footer that always starts with magic " KPV" though I am mainly looking for the loop points. If anyone has some insight on this, I hope to do a lossless rip with the correct loop points.

Edit: I'm led to believe that the loop point is before the audio data, and it is a per-channel value. I tried deleting this amount x2 from a 2 channel track, and it sounded like it was looping in the right spot for the most part.

edited 10:57 AM EDT June 18, 2017

edited 11:23 AM EDT June 18, 2017
XVAG Format Loop by froggestspirit at 11:39 PM EDT on June 18, 2017
Does anyone know the file specification for the XVAG format? I know it uses ADPCM, although I want to append some headers for raw ADPCM files, and have them loop. Is there a spot in the header that can specify a loop point?
Don't buy laptops <<< offensive, watch out! by SmartOne at 11:31 PM EDT on June 20, 2017
To be fair, this one was institutionalized.

I have an HP EliteBook 8440p laptop. It has an IDT audio device.

IDT 92HD75B3X5 (Linux driver: HDA Intel MID)

The official driver from HP has never been perfectly stable. It seemed like WASAPI event mode caused issues (loud noises, rarely) in Windows 7.

Fast forward to Windows 10 land. I decided to apply the anniversary update recently. Then I noticed the left channel cutting out using Foobar2000. I think the Windows update exposed even more bugs in the crappy HP driver. HP won't update there driver beyond Windows 7 support: (Let's see how long this link works:) https://support.hp.com/us-en/drivers/selfservice/swdetails/hp-elitebook-8440p-notebook-pc/4095872/swItemId/ob-100226-2

So I did the usual thing. I trying uninstalling the HP driver to use Microsoft's omniscient "High Definition Audio" driver. But then the internal speakers and headphone devices always reported as disconnected. I tried a registry hack to force enable both the internal Speakers and Headphones devices: https://superuser.com/questions/1194448/how-do-i-disable-audio-jack-detection-in-windows-10-without-using-realtek-hd-aud

By the way, these undocumented properties have line descriptions in "hdaudio.inf".

They were force enabled, alright, but still no sound. Then I found an IDT driver from HP for later laptop models (circa 2015 instead of 2010), but that installer failed, claiming no support for my device. Being the shifty cowboy that I am, I tried adding my Hardware ID to the installer's INF file and crossing my fingers. The installer seemed to run longer, but ultimately failed with the same message. No luck.

I finally decided to boot up Ubuntu as a cross-reference, having strong feelings that the Linux driver would work just fine. Confirmed; good ol' Alsamixer.

Here's the strange part: I booted back into Windows, miserably defeated after hours wasted. The High Definition Audio driver now magically works. Completely; no issues whatsoever*. Even detects Headphone connection. Theories:

1. The 2010 IDT uninstaller left crap around that interfered with drivers installed after it. The 2015 installer cleaned this junk up.
2. Windows/the driver corrupted some kind of onboard memory of the IDT chip, and Linux rewrote it correctly. (Unlikely, but I like to pretend this one is true because it makes for a good story.)

Morals: Laptops are expensive and dumb. Save your money for less specialized parts to leverage strength in numbers. Googling for unpublished Windows internal features is a good way to waste time. Hardware is useless without a software driver, and drivers are usually awful. Civilization III runs very poorly in Wine. My laptop speakers can play much louder now.

"Cool story, bro."

*Uh oh, an asterisk. My laptop speakers make a popping sound when I Sleep the computer. Civilization III's background music was choppy on my first run; don't know what that was about.

edited 9:58 PM EDT June 21, 2017
Workout music by hcs at 1:00 AM EDT on June 21, 2017
I've recently started on a light workout routine, and the only thing that keeps me going is music. Some of my favorite albums so far:

Crash Twinsanity (GENH link from PS2)
I will hopefully never get tired of the various madness on this soundtrack.

Not exactly VGM, but Impeccable Micro is a chippy dancey thing.

Goldeneye (USF link) has been nice.

The Black Mages is good for getting energy up.

S.S.H.'s Summer Vacation Game Music Festival (Youtube) is one track going nuts for 40 minutes.

Any suggestions?

edited 1:01 AM EDT June 21, 2017
HCA (from AWB/AFS2) file convert soft need help by akanerin7 at 6:56 AM EDT on June 21, 2017
currently im converting this file (BGM) for playing purposes.. can someone help me? its from Fate Grand Order (Android game).
sample:https://my.pcloud.com/publink/show?code=XZJh6GZLJodIog2eqS1zfnXxAuyP0MvprMX
allready tried hca2wav but no luck.
Unsupported WEMs in WW2OGG by Mygoshi at 4:18 PM EDT on June 23, 2017
Thisivkhas WEM lol

edited 6:50 PM EDT June 23, 2017
SMG1&2 Soundfont by forumguy at 4:44 AM EDT on June 25, 2017
I made this a few months back, but today I'm gonna share it to you. This is a Super Mario Galaxy 1&2 soundfont in development. The goal of this soundfont is to use every sample found in SMG1 and SMG2's files. It's not 100% accurate, but I am currently making it as accurate as possible. Some of the instruments are not looped well at all and there are A LOT of instruments missing. You can use this to almost recreate the sequenced music found in both games, but I am telling you again, not 100% accurate. Another version might come sooner or later, as I am currently fixing the violin (samples are not mapped correctly), flute (release is a little bit too high), and maybe the brass (doesn't loop well). The samples are actually ripped by the members of this very forum. Thanks for sharing the samples!

For now, here's the first ever version.

USF loop points by mariofan12ify at 2:29 AM EDT on June 26, 2017
Does anyone know any ways of finding out the loop points of .usf files? Some of the games' .usf files don't loop like files playable with vgmstream.
Super Mario Run OST Ripped? by triple_z at 7:29 PM EDT on June 28, 2017
Hi. I want to know if someone has yet ripped the Super Mario Run OST from the game yet (some people mentioned the "encrypted" OGG files within the game, those are what I want) and if there's a download link.

If not, has there been any info on where I can rip these music files myself?

edited 4:05 PM EDT June 29, 2017
Ñíntéhndœ ÑX SDee K 💦Lë@k💦 by RebeccaSugar at 4:25 PM EDT on June 29, 2017
https://ipfs.io/ipfs/zDMZof1kyVsgbhuNGjcSNSEeKTsgxsA3MArZm7BAogkC1iGRixef

The Sweétch.
Here you go! Spelled it weird to obfuscate search results. It's pretty useless right now, but give it a few months or weeks and you'll get something purity dang handy.
I've yet to check the audio documentation, but you'll see how it works there. Maybe we can learn something about the new formats it uses for future rips, if any.


I hope this isn't BAN worthy of anything (LOL), nudge nudge, wink wink. (;



edited 4:35 PM EDT June 29, 2017
Job Simulator by Hotcakes at 6:07 AM EDT on June 30, 2017
Anybody ripped this? I wanna listen to the radio stations, without having to wear the PSVR :p
Converting WEMs from Creative Assembly titles (Wwise) ??? by tesalion at 9:24 AM EDT on July 3, 2017
Hi there, I'm kind of a noob at the subject but I was wondering whether it's possible to get it done? I tried ww2ogg and Foobar with vgmstream component but with no success (trying to convert with ww2ogg gives me "Parse error: missing RIFF")

I'm far from truly comphrehending how all this stuff works but when it comes to general overview here is what I know:

- Starting with Rome 2 Total War, Creative Assembly switched to WEM format and they're using Wwise software for their newer titles.

- After a lot of noise, CA acknowledged their players' needs and reached some sort of agreement with Audiokinetic. They released a free version of software for TW modders (they can use it to turn Wav into proper WEMs which they can later apply in their mods but - unfortunately - no way to playback/convert original WEMs).

- Based on this, the files and the way they're coded or else... change periodically, with some new releases of Audiokinetic software?

- Hence, as far as I know, it's possible to mod music in Rome 2 but next titles (Attila Total War & Warhammer Total War) weren't given the same treatment yet (and the older Rome 2 version won't work for them).


In that case, is it even possible to crack all these WEM files of Rome 2, Attila and Warhammer? And convert them into a different format? Because right now this soundtrack looks a bit like Fort Nox, at least to me.


Also, here is a sample of unpacked WEM files I was using: https://mega.nz/#!FNgxVI4Y!Gh3_52P6g-xq8aDme9eJMCVfxK7itsii1V9CgvqZdEo

Anyone willing to look into it and take up a challenge?

In the very least, it's fair to say that it would be a relieve to know where we're standing here (since the web seems to be silent on the matter, last time I checked). Some Total War music is amazing but CA doesn't even intent to make official releases anymore which sucks a lot.


edited 9:28 AM EDT July 3, 2017
Rave.DJ - Fast Food Mashup Equivalent by RebeccaSugar at 4:05 PM EDT on July 5, 2017
I like it a lot, It's no Ableton/FL Studio, etc. It's only completely automated, you choose what two songs you want to mesh, wait a few minutes (even seconds) and out pops a product. They either mesh, or they don't. There are times you might get something half baked.

Give it a try.
Rave.dj
playing M3Us that are paired with NSFs + format for tagging streamed files? by VGSB at 12:51 PM EDT on July 7, 2017
I want to know which audio player I can use that supports m3u paired with NSF. I tried foobar2000 with Game Emu and Winamp with NotsoFatso. They're capable of playing the NSF of course but not with the tagging in the M3U file. joshw's site features that format instead of NSFE for some reason, otherwise I'd be fine with just downloading the NSFE format.

A somewhat related question, has a format been created that can act as a container for streamed files which supports tagging?
Music from Destiny DLCs ripped? by wmd at 9:21 PM EDT on July 7, 2017
I know someone was able to rip the audio files from the PS3 version of the base game a while back, but has the music been ripped from the three DLCs?
Final Fantasy Tactics A2 weird IMA ADPCM by bnnm at 5:58 AM EDT on July 8, 2017
Doing some tests I noticed FFTA2 decoded waveform is weird. It sounds ok enough tho.

I'm guessing the IMA ADPCM used isn't decoded properly (variation?). Any ideas about what could be happening?


(above: STRM version, below: OST version)

edited 6:04 AM EDT July 8, 2017
is Team Kirby Clash Deluxe streamed or sequenced? by lazer at 2:14 AM EDT on July 10, 2017
I'm very new to 3DS/Wii ripping, and i was curious if Team Kirby Clash Deluxe is streamed or sequenced, and if it's sequenced then how can i extract the soundbank and midis?
Curious George (XBOX) *.MUS by Mygoshi at 12:08 PM EDT on July 12, 2017
MUS audio files from an xbox game: Curious Game. Developed my Monkey Bar Games.

https://mega.nz/#!Xs1RwBJA!JU4CN42pNjNKicfbAo7pe6dIs3_OJ1esXSZxuaDw8Q0

Any help to convert the files? Thanks.
Switch - Music by soneek at 11:00 AM EDT on July 15, 2017
Since vgmstream supports all the types we've seen so far, here are some sets to start things off. As with the initial releases of Wii U music, don't bother requesting sets. They'll come when they're available, and at the discretion of whoever rips them.

Splatoon 2 Global Testfire
Splatoon 2 World Premiere Demo
ARMS

I included custom multi-channel versions of the ARMS title song/character select/online lobby. They're separate BFWAVs by default. The main track for the title screen is the only lossy one in those mixes, since it's PCM16. The other variations are still DSP-ADPCM.

edited 11:39 AM EDT July 15, 2017
Astro Boy 2009 PSS [PS2] & GCS/GCM [Wii] by Mygoshi at 6:28 AM EDT on July 16, 2017
Ok so HCS helped me to get the files of Ben 10: Protector of Earth on PS2 & GC versions, thanks. But, there's an another High Voltage Software game, Astro Boy 2009, that also uses PSS archive for PS2, but weconduit.exe doesn't work properly.

Here's the 99_98.pss file : PART 1 FILECUTTED
PART 2 FILECUTTED

Thanks in advance. I know it is part of frustrating chapter of HCS life, but the music is good.
Getting GBA Mus Riper files to play in Windows Media Player 12 by camthesaxman at 2:14 AM EDT on July 20, 2017
I am one of the contributors to the Pokemon Ruby disassembly project, and I'm currently working on dumping the songs to MIDI format, so I modified GBA Mus Riper (source here) to export the MIDIs in a compatible format for the mid2agb tool. All of the MIDI files produced by GBA Mus Riper seem to play just fine in older versions of Windows Media Player like WMP10 on Windows XP, but are completely silent in newer versions such as WMP12 on Windows 10 and also on Winamp. I can't seem to figure out why this is happening, and it's pretty important that I resolve this soon.
Just Dance 4 (Possible Nintendo ADPCM) by vladik4kides at 8:21 AM EDT on July 21, 2017
I have some weird .bin files from Just Dance 4. After some research aluigi suggested me that this could be Nintendo ADPCM file, because it looks like it has some sound data in it. So I wonder if someone could take a look at them and say if its possible to decode them or not. Files
Thanks in advance!
Remove ambience from a music with ambient file by Mygoshi at 9:23 AM EDT on July 24, 2017
Hello I ripped Iron man 2 XB360 version unfortunately music contains ambience, but I found out that those ambiance only are also available without music. I tried invert phase in Audacity to remove that ambience in music but does't work, the amb is still here. Any ideas? Thanks in advance.
Is a Kirby TD/PR soundfont possible? by 20cayers at 12:48 PM EDT on July 24, 2017
I was just wondering of a Kirby 3DS soundfont is possible or will be in the near future.

edited 1:33 PM EDT July 24, 2017
VERY IMPORTANT - The Great Escape *.PSF (Xbox) by Mygoshi at 6:19 PM EDT on July 25, 2017
Ok so since 3 years I'm trying to know what's the codec used for this file and how to convert it into a playable format (like good settings for GENH). Is it possible to know? I think it's sort of IMA and uses 44100Hz for Frequency and Stereo. That's all I seem to know.

Here's sample: Click here

.

edited 6:19 PM EDT July 25, 2017
Sonic Advance Series Soundfont? (All-in-one) by 20cayers at 9:36 PM EDT on July 26, 2017
Has anybody compiled the soundfont from here?[url]https://www.youtube.com/watch?v=jNf9BwrRef8[url] I tried compiling it myself, but it was too strenuous. Also, are the instruments named?
NHL 2K11 (Wii finally extracted) by djneo11 at 9:47 AM EDT on July 27, 2017
Hi guys,
after more than 2 years desperately looking for ways how to extract the ISO and get to the actual files, Louigi was that kind, wrote the script and make it happened in a few days!

What we discovered is that there are not exactly files what we expected unfortunately. There is no DDS, PNG...etc or known audio files or any other "game" extensions that I could work with.

Just 2 folders: "0A" and "0B"

I found that "0B" is full of audio, but just as ".dat"
I tried to import those files as raw data in Audiacity. I can hear the game files somehow, but the quality is just very poor. Voices full of distorted noise in wrong speed.
Here are the settings in Audiacity that gives me best results:

edit: Photobucket is not working, so I made a short video with the screens, so please take a look below...

Louigi already suggested that it might be ADPCM codec.

THE VIDEO with screens:

[url]https://www.youtube.com/watch?v=7OeTH8SPaGk[/url]

I'm looking very forward for all your suggestions guys. Any ideas how to make those files editable is greatly appreciated!

Thank you very much.
A place where VG soundfont requests could be taken? by 20cayers at 1:22 AM EDT on July 29, 2017
Since I can't make a soundfont for the life of me, I want to see if there's anyone that is willing to direct me somewhere where I could request soundfonts, specifically of video games? I've searched everywhere, but no luck. Help, please?
How to convert Switch BFSTM to BCTSM? by Wishy The Star at 12:42 PM EDT on July 29, 2017
I'd like to use Splatoon 2's music for a 3DS theme, but no converter tool seems to support this yet.

Is there another way to convert Switch BFSTM to BCTSM?
Is it possible to make a Sonic CD soundfont? by 20cayers at 1:37 AM EDT on July 31, 2017
I'm not requesting anything here. Just wanted to know if all of the instruments and sounds are rippable, because I haven't seen one soundfont on it, except for a Wacky Workshop Past mini-soundfont.
Mario & Luigi: Superstar Saga Soundfont by dj4uk6cjm at 5:16 PM EDT on August 2, 2017
Hey, thought I'd share this here since everyone wanted a rip of this game and plus all the hype over the remake from Nintendo scheduled to release later this year https://drive.google.com/file/d/0B6RDTwb4OndTdjItUFhwMUN6VVk/view it's the real deal. My friend made it recently last month and just so you know even though it uses samples ripped straight from the game, it has not been tested or paired with the ripped midi's as of yet, however he said he will try to get them to work with the soundfont soon.

If you need the ripped midi's or want to play around with them, you can get them from here https://drive.google.com/file/d/0B8rHgE_H8aJsQzVSR3ExZnFrd0U/view enjoy!
A 8-bit soundfont that resembles Capcom games? by 20cayers at 1:26 PM EDT on August 4, 2017
Is there an 8-bit soundfont that resembles games like MegaMan or Ducktales?
Scooby-Doo: Mystery Mayhem music for GameBoy Advance by Moonboy65 at 1:42 PM EDT on August 4, 2017
Is there a way to extract music from GBA games that don't use the Sappy engine?

I thought about recording the music from Scooby-Doo: Mystery Mayhem but that would take way too long.

Someone suggested using the rom hacking method but I do not know anything about that method.
SPT/SPD and ILG files by Dusty_dust at 3:21 PM EDT on August 4, 2017
Hello, I was trying to rip songs from Spyro: Enter the Dragonfly (GCN) and I noticed that all the songs in the audio folder where SPD/SPT pairs and there were also a bunch of ILG files there as well. I tried using SPTex to extract DSP but all it would do was say "-1576271865 entries". I also looked up for something about the ILG files and couldn't figure out anything about them. I also checked the PS2 version, and all the data was in CNK files. Game extractor couldn't extract them.

edited 3:22 PM EDT August 4, 2017
Will converting a MPEG-1 Layer III to MP3 cause quality loss? by Nyarlathotep at 7:14 PM EDT on August 7, 2017
I'm looking at some SCD files that use a MPEG-1 Layer III Audio codec.

From what I understand, MPEG-1 Layer III is just the full title for MP3 and therefor should already be lossy, but foobar200 says the files encoding is lossless in the properties.

Regardless, with that in mind will simply changing the filename extension from .SCD to .MP3 effect the audio quality?

In my past experience I've learned that .SoundNodeWave files are typically just OGGs or MP3s in disguise, but I'm uncertain if it's the same thing with these SCD files.

edited 7:16 PM EDT August 7, 2017
Mario Strikers Charged .brsar file by mariofan12ify at 6:16 AM EDT on August 8, 2017
Can anyone provide a download of this? I'd like to get access to game's character theme and stuff because they aren't on vgm.hcs64
Porting N64 audio SDK to PC by derselbst at 8:37 AM EDT on August 10, 2017
I pretty like the way SGI designed the synthesizer of the N64. I want to make N64's libnaudio work on PC, hoping to reproduce OST (favorably from RARE games) accurately but in higher quality, allowing use of midi track loops, muting channels + multichannel rendering.

Has this already been done? Is it possible at all? Any other comments?
Sonic Mania Early Leak by RebeccaSugar at 7:49 PM EDT on August 10, 2017
So, Mark, the glorious bastard, Board Owner of 8chan's /v/, leaked footage of Sonic Mania early, and I wanted to know if anyone here with datamining sources can contact him to extract music from the game. The whole skadoosh. 5 days early, wowie.

His Thread

Livestream!!

His Twitter
Having trouble with Kirby 64 soundfont by mariofan12ify at 9:53 PM EDT on August 10, 2017
I ripped the midi files and a dls soundfont from the rom, but the problem is, most instruments in the soundfont are REALLY quiet. To the point where I can barely hear them. Can anyone give me ideas for fixing that?
vgmstream M3U tagging ideas by bnnm at 7:38 PM EDT on August 13, 2017
While doing experiments I realized it's possible to trick foobar/winamp M3U to add tags without having to rewrite tons.

Basically checks are lax, so we can "encode" tags into a fake filename, and vgmstream could catch and interpret.

Format could be like: (rel/abs filename)(separator)(tag)(sep)(tag)(sep)...(ext). Ex:
song.fsb | $title$=Uneternalessness Engrish|$artist=Sakuraba| %album% = Awesome |.fsb

When the player asks to open that "file", vgmstream divides it into actual filename + tags and nobody notices.

Other details:
- exact tag format TBD
- no global tags (as vgmstream only gets single filenames, doesn't read M3U).
- separators preferably Windows non-file chars (? | *, but not : // as they mark protocol = no relative filenames)
- last ext may be required, but any would do (= force exts into vgmstream).
- tags could be commands too. Like "$s=3"=play stream #3, "$i"=disable looping, "$f"=force looping, etc.
- XMPlay won't work as seems it checks if files exist. But maybe the author could add an option to disable that?
- unicode/utf8 to be tested

Thoughts?
Garbled AWB file by Ardian at 3:52 AM EDT on August 14, 2017
File in question (BGM.awb file, the rest is just there if necessary): https://mega.nz/#F!F9Unga6L!vbiijomiM9s2Bh95YSMQaw

It seems as if the BGM.awb file containing various sounds in a game called Jojo's Bizarre Adventure: Eyes of Heaven is unpackable as the usual procedure using VGMtoolbox just yields garbled .hca files, making it impossible to get the inital sounds as intended. Can anyone figure out why this is happening, and at least confirm if it is indeed impossible to extract the sound files from this game?
Request: Dragon Age Inquisition + DLCs by Dark_Ansem at 1:18 PM EDT on August 14, 2017
I apologise if this is not the correct section to ask. Since I've failed every method I could think of, including Dragon Ripper, I was wondering if someone here could rip the Dragon Age Inquisition full soundtrack and the audio from the DLC. DAImodder does not really work for Trespasser or, in fact, for the entire game (several tracks are missing).
[vgmstream] Possible bug? Old versions for foobar2000? by Pixel_Crusher at 5:34 PM EDT on August 15, 2017
I'm having some trouble playing my streams properly using the most recent version of vgmstream for foobar2000. For reference, I have vgmstream set to "loop forever" when playing my streams (.adx) but instead of playing a track endlessly, foobar2000 starts playing it again from the beginning.

I'd like to go back to a more outdated version until this possible bug is fixed. Is there a site that archives previous versions?



edited 5:51 PM EDT August 15, 2017
Dragonball Z Ultimate Battle 22 XA archive? by RetroFanatic at 11:57 AM EDT on August 16, 2017
Does such a thing exist? Not sure if I asked this before but I couldn't find any old threads about it.

edited 11:58 AM EDT August 16, 2017
vgm.hcs64.com (frontend and upload form for xxx.joshw.info) update and feedback thread by datschge at 12:27 PM EDT on August 16, 2017
vgm.hcs64.com is a frontend for xxx.joshw.info, meaning the sets are still uploaded to, managed on and downloaded from the many different joshw.info sites. If you want to talk about sets on there please refer to the xxx.joshw.info Music Archive thread of awesome. vgm.hcs64.com's purpose is to offer added value on top of all this.

Thanks to Josh fantastic cooperation vgm.hcs64.com can update every 10 minutes, offering full text search across all sets names and an endless update list if one want to catch up with all the changes. On top of it filtering by system/subdomain is supported.

Search is also included as OpenSearch description that, among other things, allows one to start searching directly from Chrome's omnibox. Searching on the site itself offers instant word completion. And like with any decent fulltext search this one also allows to specify search terms using additional modifiers like wildcards, quotes, circumflex and hyphen.

To make it easier for xxx.joshw.info maintainer Knurek to gather new sets from contributors the site also offers a publicly accessible upload form that allows resuming partial uploads.

Thanks to hcs' nice cooperation we not only may use the vgm subdomain but are also able to use this forum's accounts for authentication on the site. These will be used for the upcoming tagging system that I hope will make it even easier to browse and manage the whole treasure trove.
New and Improved AST Conversion Software by ArcticJaguar725 at 3:28 AM EDT on August 17, 2017
Yeah, yeah, I'm aware that software already exists for the creation of Nintendo AST files, but I've found all of them to be unsatisfactory. For one, some of them just crash on me when I try to use them, but there's one thing that every program I've seen has in common: that is, they require the entry of loop points using milliseconds! Being a perfectionist and an audiophile, that is just not specific enough information to be able to create a satisfactory AST file.

So I decided to write my own command line tool, which can be found here. In addition to accepting loop points using samples, it supports creation of multichannel streams and allows the disabling of looping, among other things.
A couple of questoins about the Ultimate Megadrive/Genesis Soundfont... by 20cayers at 9:18 PM EDT on August 17, 2017
Can you recreate all of the Sonic songs in this soundfont? And if not, can you direct me to a true Sonic 1-3&K soundfont?
Correct way to convert from foobar-identified lossless format to lossy? by Dark_Ansem at 5:57 AM EDT on August 19, 2017
So, what is the correct way to convert audio files currently in formats identified by foobar as "lossless" to other lossless and lossy formats?
Soundfont request: Sonic 1-3&K on the Sega Genesis by 20cayers at 5:24 PM EDT on August 19, 2017
Since I heard that the Ultimate Genesis Soundfont wasn't that great for recreating Sonic songs, I did a little research to find a true soundfont for the blue blur, and I stumbled upon THIS: http://forums.sonicretro.org/index.php?showtopic=27770. I would like to have a soundfont of the the first 3 Genesis games & Knuckles. Since I can't make soundfonts worth a shit, I want to throw this little request out there for anyone who is willing. I would prefer if you also name the instruments, please and thank you. :D


edited 5:25 PM EDT August 19, 2017

edited 5:25 PM EDT August 19, 2017

edited 5:27 PM EDT August 19, 2017

edited 5:27 PM EDT August 19, 2017

edited 5:28 PM EDT August 19, 2017

edited 5:28 PM EDT August 19, 2017
Soma Bringer 2SF Rip by loveemu at 7:27 AM EDT on August 20, 2017
I have researched Soma Bringer for a total of 21 hours, but unfortunately I was unable to make the 2SF yet. You can read my Soma Bringer Research Progress if you interested.

However, I can tell a simple music hack.

Change BGM

You can change the title BGM by editing the string ("W02"), which located at ROM:0xDDE38. (or do the same to ROM:0xDE4C8, the menu BGM)

* B01~B05
* C01~C07
* D01~D09
* E04~E31 (there are some missing No.)
* F01~F06
* W01~W04

Disable SFX

ROM:67A48: 0F 00 2D E9 -> 1E FF 2F E1

Could anybody finish the rest? I'm getting stuck for now.

edited 7:29 AM EDT August 20, 2017

edited 7:30 AM EDT August 20, 2017

edited 7:57 AM EDT August 20, 2017

edited 8:12 AM EDT August 20, 2017
Banjo-Tooie soundfont by mariofan12ify at 5:03 AM EDT on August 21, 2017
I extracted the soundfont from a rom and it doesn't really play properly. It only plays a TINY bit of the start of the instruments. Can someone help me fix it?
Calling for problematic ACB+AWB+ACF by snakemeat at 2:50 PM EDT on August 26, 2017
Hi, I'm working on the ACB code for VGMToolbox. I know a lot of folks have submitted problem files that I never got to look at. I'm asking for you to post them here if you want me to take a look. I can't guarantee that I'll have time to fix them, but I've been working on the code for a week, so I understand it well right now.

Due to my limited free time and varied interests I don't code as often as I used to, so I figured I'd try and get ACB+AWB as solid as possible while I'm in a "coding mood."

Here's VGMToolbox r1045 with the latest fixes.

Note: I've already got the Metal Gear 3d working from the VGMToolbox thread. The link above will work for it.

Also, I believe Datschge had a question about internal checksums to match ACB and AWB. ACBs do have a checksum. Sometimes it's MD5 and that can be used. There's another checksum type that I haven't figured out yet. In any case, please repost those, I may be able to make a little command line exe to handle that.

Lastly, if you don't want to post here, you can email at vgmtoolbox g mail acct

edited 3:17 PM EDT August 26, 2017
Raspberry Pi Music Player by froggestspirit at 11:14 AM EDT on August 27, 2017
I'm looking to make a minimal portable music player with a raspberry pi zero. I'm wondering if there's any port of vgmstream and other sequenced formats to play on this. I don't need internet streaming, just local music from an SD (this rules out chipmachine). I've seen Audacious, although the support didnt seem too good for videogame music. I know this can be done on an android, but I'm looking for a raspberry pi solution.
Hoot by Koto at 2:49 PM EDT on August 27, 2017
Hi,

Long time ago, Knurek use to update for us all the Hoot sets he can, but this project was unfortunatly discontinued.

I'd like to continue this, but I do not have any idea even how to start.

- Where can I find new sets?

- How can I make them playable with the my current version of Hoot?

- How I can make work new sets? (For example, I remember Windjammer was not avaliable and I don't know if it has been done)

Hope someone can help. Thanks in advance.

See ya
Gamecube Soundfonts by Zetto Kuzuuya at 3:35 PM EDT on August 27, 2017
To say this much...I have seen very few gamecube soundfonts, the goal of this thread is to make more possible, I unfortunately do not know how to rip samples and make them myself, other than DS games, I wish to hopefully seek out or someone to make a soundfont out of Dragon Ball Z budokai for the gamecube/PS2.
PSF2 Playback Problem by punk7890-2 at 3:55 AM EDT on August 29, 2017
I've been trying to create a PSF2 set, but for some reason whenever I do they end up not be able to play. I've made PSF2s in the past without error. In foobar, I keep getting this error:

"Decoding failure at 0:00.000 (Unsupported format or corrupted file)"

The game is Atelier Viorate. The odd thing is VGMTrans reads the sets fine without a problem.
Another odd this is that the latest version of VGMToolBox doesn't seem to want to output a file. The old version that outputs PSF2s for this game is vgmtoolbox_bin_r1026. Any help with this issue would be much appreciated.

Here is the files I've been working with, it includes the modules, sq, hd, bd, and the PSF2s.

Atelier Viorate test.zip




edited 3:55 AM EDT August 29, 2017
PSF audio channels by Volkov73 at 4:27 AM EDT on August 29, 2017
Hi guys. I'm hoping someone can make a suggestion on how to save a lot of time.

I want to create WAV files from psf (or minipsf) files. I can do this with Audio Overload, though - this is incredibly time consuming.
I would like each channel as a separate WAV file. Audio Overload is also capable of this, but in it's current form would take up to an hour or so per song (with constant human interaction).

I'm looking to generate songs in the following format:

\SONG_01
\Channel_01.wav
\Channel_02.wav
.....
\Channel_24.wav

\SONG_02
\Channel_01.wav
\Channel_02.wav
.....
\Channel_24.wav

You would think one of these Winamp plugins or foobar plugins would come with a command line output option. I don't mind some manual work, I can create scripts for mouse/keyboard automation. But I would at least like to save each WAV file near-instantly, as opposed to letting the entire song play through 24 times (takes extremely long time).

Hope that made sense.

Thanks guys :)
Volume discrepancy between different consoles by Volkov73 at 4:42 AM EDT on August 31, 2017
Has anyone else experienced major volume discrepancies between different consoles when logging emulated music?

The major discrepancy I am experiencing is between Genesis and Super Nintendo. I'm not sure if it's due to the software, or I have some settings incorrect (you be the judge):

GENESIS TEST:
Audacity Screenshot
Full song

SUPER NINTENDO TEST:
Audacity Screenshot
Full song

I believe the Super Nintendo is perhaps the culprit? It seems very quiet.

I'm using 'SPCplay' for Super Nintendo.
I'm using 'VGMPlay' for Genesis.

SPCplay has options to increase volume from 100% up to 400% but I did notice clipping when raising these values.

I would like these to be "normalized" aka play at the same volume compared with each other. Before I create too many songs, I want to make sure I am doing this correctly.

Should I try some different settings? Different software?

If everything seems correct here, which of the following two methods would be correct?
a) Raise volume on the final result of the SNES audio
b) Lower volume on the final result of the GENESIS audio?

Thanks in advance for any suggestions!
peace

edited 4:44 AM EDT August 31, 2017

edited 11:52 AM EDT August 31, 2017
gsfopt by TheUltimateKoopa at 3:56 PM EDT on September 6, 2017
Why does gsfopt just refuse to accept certain minigsf files? For example, those converted from the Metroid II: Return of Samus GBS rip, but works on other minigsf files, even those converted from other GBS rips?
Problem with WarioWare, Inc.: Mega Microgames! GSF. by Basillica at 8:09 PM EDT on September 6, 2017
When played with the latest versions of the foobar2000 foo_input_gsf plugin, the WarioWare Inc. GSF just gives silence, and when converted with gsf2rom, it hangs on both higan and mGBA.

This indicates that there's a problem with the rip itself, and that it needs to be either fixed or replaced as the Mario & Luigi: Superstar Saga GSF was. If anybody knows of any tools or methods for ripping GSFs, I would be grateful to hear about them.
I made Kingdom Hearts soundfonts by sirsoundfont at 12:09 AM EDT on September 7, 2017
There were a couple that I couldn't get to work, but I have about 90% of the soundfonts from KH1 and KH2.

KH1: https://www.mediafire.com/folder/zl7e9cemlesim/KH1_soundfonts

KH2: https://www.mediafire.com/folder/qyzcbxdwl5144/KH2_soundfonts
GEP causing some wave channels to change duty cycles by TheUltimateKoopa at 10:03 AM EDT on September 10, 2017
I think that's the correct word for it.
In some games such as Donkey Kong Land, on the wave channel, the square wave will suddenly change from 50% to 25%. For example, in the "Mountain" theme at around 34.4 seconds.
https://drive.google.com/open?id=0B_G73t0I71FdYVRWdW9zZkV1OUE
GBA Non-Sappy GSF ripping by memelover at 10:40 AM EDT on September 15, 2017
I managed to rip a GSF of the non-sappy game "Juka and the Monochromatic Menace" from rom2GSF, but the whole file appears to only be the title screen music.

How do you branch that GSF to get MINIGSFs for all of the different songs in the game?

I have no real experience whatsoever, but I couldn't find a rip of the music, so I decided to try ripping it myself.
Need help finding loop points for the PC version of Shantae & The Pirate's Curse by CyberBotX at 9:23 PM EDT on September 16, 2017
Hey everyone. I was looking into extracting the OGGs from the PC version of Shantae & The Pirate's Curse, because I didn't see them on JoshW's PC archive.

First thing I had done was used [ur=http://aluigi.altervista.org/quickbms.htm]QuickBMS[/url] with the Scooby Looney script to extract all the files from the game's ShantaeCurse.data file. This gave me a bunch of .vol files.

From the MUSIC\m directory of the extracted data, I started looking at the .vol files there. What I found was that the .vol files for the music are just OGG files with a header on them. Unfortunately, stripping away the header wasn't enough to get them to be playable completely (the time was something like a few seconds instead of the actual time). I had to use ffmpeg with the following:

ffmpeg -i <orig>.ogg -c:a copy <copy>.ogg

After that I had to run revorb on the OGG, as the time was entirely wrong after ffmpeg. The reason for using ffmpeg first was that revorb actually destroyed the file and made it really short (in the sample case, it was around less than 1/5 the original size).

The ffmpeg/revorb combo was enough to get them playable, but I wanted to make them loopable. I looked at the header portion of the .vol file, but I couldn't determine what constitutes loop points, if they are in that header.

I'm going to link to the files for Burning Town, as that was the first one I tried.

The vol file is here: burningtown.vol
The OGG made from it using the above instructions is here: burningtown.ogg

Any help finding the loop points would be appreciated. I didn't spend a ton of time on it, but I did try various values that seemed like they might've been loop points and none of them produced a working or seamless loop.
Soundfont Sharing Thread by mariofan12ify at 8:09 AM EDT on September 18, 2017
I decided to start a this thread so people can share and request soundfonts.

I'll start with a contribution:
Banjo-Kazooie
A few (older?) games that have yet to be ripped by glennmagusharvey at 8:35 PM EDT on September 18, 2017
Anyone know the status of the following games, or have updates on them? Especially with regards to attempts and challenges to ripping them.

* Juka and the Monophonic Menace (GBA)
A virt game. I once tried using a gsf ripper on it and getting a file like the size of the game with just the title screen music, and it seems someone else did the same. The third area of the game has bgm that shares a tune with the last track in virt's album FX3.

* Scurge: Hive (GBA)
The rip of the DS version of this game exists already, but I was wondering whether the GBA version -- which was made by the same folks as Juka and probably even shares its isometric game engine -- might shed some light on how to rip Juka.

* Sands of Destruction (DS)
Apparently a Yasunori Mitsuda soundtrack that uses the "Procyon" driver?

* Black Sigil (DS)
Possibly another game using that Procyon driver? Though written by Jan Morgenstern, not Mitsuda; still great though, and I wish this game put a lid on its frustratingly-frequent random encounters because otherwise it's excellent.

* Tim Burton's The Nightmare Before Christmas: The Pumpkin King (GBA)
Contains a number of downmixes of music from the movie. Difficult to search for info on (try searching "nightmare before christmas" "gsf" if you don't know what I mean).
Kingdom Hearts 2: The 13th Dilemma Song by Franpa at 12:58 PM EDT on September 19, 2017
Has anyone been able to get this PSF2 file to work correctly? My copy goes all stuttery at the 1:10 mark :O

Download for the file:
https://mega.nz/#!jxRWjbpa!bNUNx20NQz3r4owT2A-8DImLUDxM58_o6JX5kAkTPpM

Also, how do you play Atrac3 files? Is there a plugin for Winamp?

edited 1:10 PM EDT September 19, 2017
Tokyo Ghoul: Re Invoke .ACB and .HCA sound issue by TheGoldenChild at 4:06 PM EDT on September 19, 2017
It seems like the files I have are encrypted and I don't know how to unencrypt them are where to start. Each time I try to play a sound there is nothing but static in Foobar2000.

Here is a .ACB File
https://www.mediafire.com/file/vruqor9902kp2gq/TK_VO_53_IBF2.acb

Here is a .Bin File
https://www.mediafire.com/file/2b8j5wu79iqvhwb/emotion_2.EncodeType-06.bin

Here is an .HCA file
https://www.mediafire.com/file/66bgk5i3gvlur87/TK_VO_53_IBF2_00000000.hca
In-MGME (Winamp) isn't loading? by Franpa at 8:32 AM EDT on September 20, 2017
I have a copy of it installed but according to Winamp it isn't loading and I dunno why. I've downloaded it from http://mudlord.info/products.html

edited 8:34 AM EDT September 20, 2017
How to find loop points in 2SF instrument samples? by TheBigL1 at 10:29 PM EDT on September 22, 2017
I recently tried using NDS Sound Extractor to rip the instrument sounds from SRW OG Saga: Endless Frontier and Contra 4 (since I couldn't found existing soundfonts from either game), but the way they're ripped, none of the samples have loop points built in. Is there a way I can find this loop info besides trying to "eyeball" it based on the instrument's actual usage in the game's music? I was almost thinking of straight up asking Jake Kaufman how the Contra 4 samples' loops are set up.
God Eater Resurrection (PC) by ~C~ at 11:52 AM EDT on September 24, 2017
The audio files for this game are G.722.1 annex C encoded and have a BNSF header. When I try to decode the files with vgmstream, most of the files, while otherwise perfect, contain one or sometimes multiple "hissing" sounds, that are exclusively on either the left or right channel and are about 0.030 seconds long.
Does this issue exist with similar file types of other games, or this even a known issue? I hope somebody here knows something about this.
Help me decode this unknown audio file container format which was only used on one GameCube game! by simonmkwii at 3:24 AM EDT on September 30, 2017
I was looking into the file structure of the game Wave Race: Blue Storm when I discovered a file in the sound directory called "snddata.obj".

I decided to take a look at it in a hex editor, and discovered that this is a proprietary container format that has only ever been used in this one game.

This file contains the commentators' speech audio which is used throughout races.

This file seems to contain two file types, ADPCM or DSP audio (The main stuff I want, which unsurprisingly I haven't been able to decode, although if you import it into audacity as raw ADPCM, you can just make out the speech under extremely loud background noise) and signed 8-bit PCM audio (which can be listened to in Audacity).

Please help me decode the (what I assume is) ADPCM data!

Link to the file: Download

If you want/need me to upload any other files from the disc, let me know!
Arcade rips by Zetto Kuzuuya at 1:34 PM EDT on September 30, 2017
I know ALOT of Arcade games in the 90s and 80s used the cps3/cps2 capcom soundfont (best soundfont in my opinion besides mario sunshine and mario 64)
However, I know that THERE ARE games that have been ported to consoles that were on arcade, like Sonic the Fighters. I am not saying that if it is possible to get the GAMECUBE samples or rips from the game, but the original ARCADE rips, or if the gamecube version can be done, that would be interesting, my guess is that it does not use sequenced music because it is a port of the original arcade version, but I might be wrong.
NES Classic/SNES Classic menu music by James at 12:38 AM EDT on October 6, 2017
Just wondering if the source .wav files exist somewhere around here or if not, how to go about extracting them from the kernels (don't have the physical systems). Would be greatly appreciated!
Ripping files from .BRSTM by Mr.Sanic at 2:43 PM EDT on October 7, 2017
HELLO GUYS!
Today i had a little trouble extracting .brstm's from Super Paper Mario and Mario Kart Wii.
while extracting the brstms via dolphin i heard you can "hack" those.
so,can you extract files/samples from brstm?
Please i need help asap.

Thanks.
My Sample Extraction Collections from GCN, GBA, N64, and PS2!! :) <3 by M. O. Marmalade at 10:18 PM EDT on October 8, 2017
I've been extracting, and sorting, the samples from some of my favorite games (I have yet to figure out how to extract Pikmin's instruments, and haven't looked into Kirby Air Ride yet). I created a site to host them and the rest of my projects :) (although the site is in its early stages, I haven't put all that much up there yet)

If you're interested in the sample collections from Animal Crossing: Population Growing!, Super Mario Sunshine, Pokemon Ruby/Sapphire, Kingdom Hearts: Chain of Memories, Kingdom Hearts 1, Kingdom Hearts 2, and Wave Race 64, this is the place to download them! :)

https://xephyrpanda.wixsite.com/momarmalade

I have sorted them into their instrument categories as well (bass, bells/marimbas, kick drums, hi hats, snares, synths, pianos/organs, etc)

I hope whoever finds this enjoys it and makes some sick music with it!! If you do use these packs, please do send me a link to whatever you make with them! I will definitely take a listen, and maybe even help you get some exposure for your music if it's something I really dig! :)

my soundcloud is soundcloud.com/masterorangemarmalade, and my twitter is twitter.com/MasterOrangeMrm
Either of those sites are a great way to get a hold of me! ( just send me a message on soundcloud, or tweet me with a mention on twitter :) )

Have a nice day everyone! ~Master Orange Marmalade

edited 10:19 PM EDT October 8, 2017
Wii Samples by Mr.Sanic at 4:40 PM EDT on October 10, 2017
Hello again!
I finally figured out how to get the .BRSTMS From games...
But i want some samples from the .BRSAR
But every time i try, it shows an error.
Can somebody help me extract New Super Mario Bros. Wii samples?

thanks!
Reproducing Conkers BFD's IIR Filter by derselbst at 3:51 PM EDT on October 11, 2017
I was curious about whether it's possible to reproduce the IIR filter used in ConkersBFD and also in Jet Force Gemini. Although we have a HLE of it (thanks to JoshW), it seems there hasn’t been any further research on that.

The effect of that filter can be heard in CBFD's RockSolid or in JFG's Spacestation (as wind effect at about 1:10).

From a listening it sounds like a band pass filter is used. Converting the N64 cseq format using Subdrags N64 MIDI Tool, one can see that the filter is controlled via MIDI CC33 and 34. CC34 controls the filter's center frequency, while CC33 seems to influence the filters passband width.

With SoundFont2 modulators being able to be mapped from any MIDI CC to any destination sound generator, I modified fluidsynth to implement an IIR bandpass filter, intending to reproduce the tunes as close as possible. Sourcecode to be found here.

Use this command to try yourself:

fluidsynth -F test.wav -o synth.band-pass-filter=yes -o synth.midi-bank-select=mma -o synth.volenv=compliant CBFD.sf2 rocksolid.mid

After many hours of try and error, this is the best render of RockSolid I've got:
https://drive.google.com/open?id=0B7HVOcdsHTi3a0luWXhjcnBEaXM

It turned out that solely using a bandpass filter the hearable passband becomes way too narrow, no matter how I used CC33 for setting the filters Q. Looking at the HLE of that IIR, 3 multiplications are done, while a pure bandpass IIR would only need 2. It's more likely that Rareware cascaded a lowpass and a highpass. After having done this it sounds fine and also works well for JFG. However I'm not sure if my implementation is equivalent to what Rareware did. My reverse engineering skills are limited. Any input on that welcome.

IIR implementation according to Robert Bristow-Johnsons AudioEQ cookbook.

CBFD's SoundFont

JFG's SoundFont


Enjoy.


edited 4:51 AM EDT October 12, 2017
3sf format based on CSEQ? by stl1988 at 12:41 AM EDT on October 12, 2017
We have a 2sf format for Nintendo DS music made out of SSEQ files. But why don't we have a 3sf format based on CSEQ yet? Will we ever be able to listen to sequenced music from 3DS games?

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