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by Nisto at 10:13 PM EST on January 15, 2016
I ripped it, but it had problems at first. I've just received a third revision of Awave Studio though, and it sounds pretty good now, so here it is.

https://dl.dropboxusercontent.com/u/48454461/aud/sh2/BGM%2050123%20MIDI%2BSF2.7z

The last couple of updates converts better to VAB, so now I'm somewhat able to rip to PSF1 too. There are still some significant issues though, but here it is:

https://dl.dropboxusercontent.com/u/48454461/aud/sh2/BGM%2050123%20PSF.7z

To be continued, I guess.
by MarkGrass at 11:41 AM EST on January 16, 2016
Yaasss! Thank you kindly! :D
by Nisto at 7:38 PM EST on January 20, 2016
Awave Studio 11.1 is now out for anyone to experience, featuring support for both SCEI banks and KDT1 sequences. You can listen to as much as you want with its built-in MIDI player, but converting requires a license.

http://www.fmjsoft.com/awavestudio.html#news

edited 10:48 PM EST January 20, 2016
by peronmls at 11:50 AM EST on January 21, 2016
Alright nisto!
Request by Zorkiy at 7:24 AM EST on March 12, 2016
Hi, Nisto, silenthillmemories.net staff's here. Recently, we were quite impressed with you digging the whole 10 unused tracks from the SH2 files. Have you thought of checking the SH3 & maybe SH4 files for unused music too?
by Nisto at 2:02 PM EDT on March 13, 2016
Oh, hi, nice to see you here. You run a nice site! As for the music of SH3 -- I already did look into it a little while ago, but I didn't find anything that's not already discovered. The streamed audio files (ADX) are something we've been able to extract and play for a long time, so rips probably include them. And surprisingly, even the unused sequenced tracks had already been discovered too (just the one called "Casual Background" on Firebrandx's rip in this case), so yeah, I dunno. Although, peronmls is more familiar with SH3's music than I am, so maybe he can give a more definite answer as I'm sure he has probably dug through the files too.
by peronmls at 7:43 PM EDT on March 13, 2016
SH3 had 2 unused tracks that were also presented in the PC version which could have been uploaded by the firebrandx dude. If not, then I dont think anyone has yet.
by Nisto at 12:32 AM EDT on March 14, 2016
Can you name the tracks/filenames?
by AnonRunzes at 12:13 PM EDT on March 17, 2016
I've found another game that uses KDT1 sequenced files - World Soccer Winning Eleven 5(Pro Evolution Soccer).
I have finished extracting the data through a quickBMS script, so if you wish I can upload 2 .kdt files.

By the way, how can I open .kdt files on Awave Studio? They are only recognized as raw audio data, not MIDI.

edited 8:35 PM EDT March 17, 2016
by Nisto at 1:57 AM EDT on March 18, 2016
Sure, if you don't mind or anything. Could be helpful in future research I guess.

Are you using the latest version of Awave Studio? KDT sequences are only supported as of version 11.1. I don't know if maybe they only added support for licensed users though. You should be able to open it by just dropping it into the left-hand pane.
by ShrineFox at 5:37 AM EDT on March 18, 2016
Hey Nisto, it seems the links to your Dropbox are down because it's "generated too much traffic." Is there any chance you can upload your work somewhere else?

I'm trying to download the python script for the MusyX .sdir format from Thousand Year Door...
by AnonRunzes at 5:59 AM EDT on March 18, 2016
@Nisto - Yes, I'm using version 11.1 of the program. And yes, I'm using the evaluated version as of now.

By the way, here are the .kdt files.

edited 6:04 AM EDT March 18, 2016
by Nisto at 6:59 AM EDT on March 18, 2016
ShrineFox: yeah, sorry about that. I contacted their support early Monday morning but the morons have yet to respond... I will probably just go ahead and throw the tool up on Github.

AnonRunzes: oh, these aren't standard KDT1 sequences, so that's why they won't load in Awave Studio. They use this "SdDt" format in SH2 and SH3 as well. SH2 doesn't have any BGM filenames, but in SH3 they're named *.TD, not *.KDT...

The first file doesn't contain any KDT1 data whatsoever, but the second one does - just strip the first 64 bytes and you should be able to load it.
by AnonRunzes at 6:11 PM EDT on March 18, 2016
@Nisto - I tried to follow your instructions and it worked. Thanks!

Now if I compare the .kdt file that is played on Awave Studio to the .kdt file that is played in-game, I can say that the one that plays in-game is much faster. Take a look.

Maybe I could change the tempo to make it sound exactly like the in-game music version, but any suggestions is welcome at the moment.

edited 10:16 PM EDT March 18, 2016
by Nisto at 1:52 AM EDT on March 19, 2016
It can probably give that impression without proper instruments - it could be that the drumloop is a sample and so it just isn't triggered as quickly as you'd expect. Do you have the instrument data anywhere? If it's HD/BD, you should be able to load it together with the KDT - just drop the HD file in first, then the KDT.

I could be wrong here though. And if I am I wouldn't mind looking into it. But I can't do much without the driver code (IRX files probably).

EDIT: Well, never mind my ask for the instrument/IRX stuff, I got my hands on the game. But holy crap, IDA actually found function names for the driver in this game! Now I know 0xC8 is definitely pitch bend. Maybe that's what's missing in this case, because there are some pitch bends in that track. I'll see if I can add support in my Python script.

edited 7:56 AM EDT March 19, 2016
by peronmls at 10:07 AM EDT on March 19, 2016
nice find with the function names in the driver!
by AnonRunzes at 11:23 AM EDT on March 19, 2016
For research purposes, here's my KDT archive. Also included are the IDX files.
by ShrineFox at 6:49 PM EDT on March 19, 2016
@Nisto: No worries. Sorry to derail this topic but it does affect the links here too. Looking forward to the stuff on Github, that seems like a much safer alternative.
People move/delete/stop renewing their plans on dropbox so often that it's probably the last place I would trust my files...
by Nisto at 5:19 PM EDT on March 20, 2016
There, finally Githubbed: https://github.com/Nisto/musyx-extract
by vajuvaju at 9:56 AM EDT on March 21, 2016
@Nisto Please, post this in the MusyX thread as well!
by Nisto at 3:30 PM EDT on March 21, 2016
Done.

As for further KDT research, I'm sad to say there has been little to no progress despite having code with named functions now. I am just generally confused and frustrated at this point.

There are a few tracks in SH1 which use the 0xC8 (0x64) command (pitch bend, and it does seem like it's actually implemented in SH1 too, judging by comparing the code to the WE5 driver). So I tested C.KDT with a PSF with an original driver, but the command really doesn't seem to have any effect, regardless of the parameter value. I did also try adding pitch bend support to my Python tool and converting the WE5 menu theme, but the pitch bends doesn't sound right.

Also, I realized there's another issue in converting. There's a limit of 16 channels in MIDI, and channel 10 is exclusive to drums/percussion, whereas it isn't in KDT1. This may cause the track using channel 10 to be silent if it is not a drum instrument. And I've seen lots of tracks which use 16 channels so far. So I'm really not sure how to tackle this.

Oh, what else. Apparently all commands except those in the 0xC6 - 0xCE range are channel message events. But what they also have in common is that they don't lead into some nicely named function directly, but they're stored in a table in RAM first, which I assume are shortly after picked up by the appropriate function. So that's going to take a while to understand, especially since I don't have any debugger available.

And yeah, still no effing clue why the tempo isn't right. The code in WE5 looks just the same as in SH2. Maybe there is some more commands which contributes to the tempo. Or maybe the tempo is even manually changed by the game. It does disable/enable channels when you switch menus for example - even before it starts playing too, since the rock track doesn't play on the first screen. Also, I noticed track 4 has some modulation effect or something, so that doesn't sound very accurate currently. But not sure which command that is yet.


If anyone out there is experienced with MIDI et al, please do help if you have any ideas. I am happy to provide my IDA project files, which contains personal comments on stuff.
sh2 extra audio tracks by sega at 9:25 PM EDT on June 20, 2016
so....from what you are saying
all the extra tracks in born from a wish have dialog over them?
by Nisto at 3:14 AM EDT on June 21, 2016
Love Psalm was an extra track added to the DC/GH release I believe. It's in a movie and has no dialogue.

Apart from that, no additional sequenced tracks were added, so the only thing left to contain additional music is dialogue tracks.

I wrote a Python script a little while ago for extracting all data from SOUND.DAT in any release of SH2. I could throw it up on Github if anyone's interested. Note that SOUND.DAT does not contain any movie stuff though (you can extract movie.mgf and movie2.mgf with PSS Cutter and VGMToolbox).
by peronmls at 11:23 AM EDT on June 22, 2016
were you able to figure out pitch bend at all?
by jimbo1qaz at 1:44 AM EDT on June 24, 2016
@Nisto

I wrote a Fluidsynth mod to allow over 16 channels, allocating each track to its own channel.

https://github.com/jimbo1qaz/fluidsynth-plus

You'll have to compile it yourself (which I heard is difficult on Windows).

# PROCEDURE

First, remap your MIDI files so all non-percussion tracks are assigned to other channels (not 10). You may have to duplicate channels. This is perfectly fine (though Anvil Studio may damage the MIDI when you create duplicate channels).

Then compile the custom Fluidsynth and run "fluidsynth -K 64 soundfont... midi".

# EXPLANATION

`fluidsynth -K n` specifies the number of channels. I modified the program to allocate each track to its own channel, when n >= 17 (n <= 256). The channel numbers in the MIDI are ignored, except for channel 9 (conventionally 10) which remains percussion.

edited 1:44 AM EDT June 24, 2016
by Nisto at 2:48 AM EDT on June 25, 2016
@peronmls: I've just updated the script on Github to support pitch bend. But as I've mentioned previously, I can not seem to convert the parameters accurately. For comparison, here's the siren in Silent Hill 2, which uses pitch bend: Siren MIDI+SF2.7z (unless this is an unused variation of the siren or something? I found it among the SFX sequences by chance).

@jimbo1qaz: Thanks for the tip. It sounds great, but I'm not very good working with toolchains and setting up all the dependencies to be honest. I have GCC 4 (MinGW) installed, and that works for the puny C programs I write... I guess. I'd gladly try out a Windows build if available though. But also, how can it allow over 16 channels if channel messages (0xEx) are effectively limited to 4-bit channel numbers? Am I missing something? Does the program assign re-used channel numbers to something else?
by peronmls at 11:59 AM EDT on June 25, 2016
@nisto
Thanks. ill be able to properly tell with SH3s mall enemies since the goth choir sample gets pitched bend.
by jimbo1qaz at 2:08 PM EDT on June 25, 2016
Fluidsynth already supports up to 256 channels (fluidsynth -K ###). These channels are only accessible through API, not MIDI files.

I edited the program to make these extra channels accessible from MIDI files.

My program only keeps Channel 9 (conventionally 10). Otherwise, it assigns "channel = track", skipping channel 9.

----

You should install Mingw-w64. It's MUCH newer and better than MinGW.

I haven't tried compiling Fluidsynth on Windows.

Check here (it looks painful): https://sourceforge.net/p/fluidsynth/wiki/BuildingFluidSynth/#windows

edited 3:00 PM EDT June 25, 2016
by Nisto at 10:33 PM EDT on August 19, 2016
Since the "unused tracks" video is still having weird encoding/playback problems and keeps annoying people, I've uploaded a new encode. Hopefully this works better...

https://www.youtube.com/watch?v=AWE4gOoQRs8

I uploaded this too:

https://github.com/Nisto/sh2-soundex
by mrjaredbeta at 12:41 PM EDT on August 21, 2016
Thank you Nisto!
by Nisto at 8:46 PM EDT on September 26, 2016
And here's an extractor for the internal filesystem:

https://github.com/Nisto/sh2ex

Currently, it supports the following versions only:

- SLPM-65051 (v1.50)
- SLPM-65631 - Saigo no Uta - Konami Dendou Selection (v1.50)
- SLUS-20228 (v1.20)
- SLUS-20228GH - Greatest Hits (v2.01)
- SLES-50382 - Special Edition / The Collection (v1.10)

But give me a poke if there's a specific version you want me to add support for, and I'll look into it. Provided I can find it...
by Nisto at 9:24 PM EDT on October 21, 2016
I have updated the extractor to support CD-ROM images and the E3 Demo (SLPM-12345).

https://github.com/Nisto/sh2ex

It's not fast, and it's not pretty, but it works.
by AnonRunzes at 3:01 PM EDT on October 22, 2016
So, is there any way to "convert" the .KDT(PS1/PS2) files to .SEQ(PS1) or .SQ(PS2)?
by Nisto at 5:39 PM EDT on October 22, 2016
You can convert them to PS1 sequences with Awave Studio 11.1 (latest version). The developer added native KDT1 support a few months ago by my help/request. However, Awave Studio doesn't have any support whatsoever for pitch bends, which I did add experimental (inaccurate) support for somewhat recently in kdt-tool. So you could convert them to MIDI with kdt-tool first if anything is missing, I guess.

edited 5:40 PM EDT October 22, 2016
by AnonRunzes at 8:26 PM EDT on October 22, 2016
>kdt-tool
It's funny how you mentioned that tool, because I got an error when running with Python 3.5:
E:\kdt-tool-master>kdt-tool.py
Traceback (most recent call last):
File "E:\kdt-tool-master\kdt-tool.py", line 586, in <module>
main()
File "E:\kdt-tool-master\kdt-tool.py", line 543, in main
path = os.path.realpath(argv[1])
IndexError: list index out of range
by Nisto at 8:43 PM EDT on October 22, 2016
Did you read the usage instructions on Github? Looking at the traceback, it doesn't seem like you passed any file to it. Anyway, it's a part-user, part-developer fault. I've just neglected to do any argument count checking because it's mostly intended for power users in the current state.
by AnonRunzes at 8:45 PM EDT on October 22, 2016
Sorry, couldn't help but being incompetent.

Anyways, are you still having that issue with the Winning Eleven 5 menu theme? Let me guess: a few channels are muted as you get through the navigating the menu during the game, just like Ridge Racers(PSP).

edited 11:12 PM EDT October 22, 2016
by Nisto at 11:42 PM EDT on October 22, 2016
It's all good.

Yeah, I still have no idea why Winning Eleven 5 converts badly. The game does indeed mute/adjust channel volumes as you navigate menus, but the bigger issue is the tempo. "/
by AnonRunzes at 9:01 PM EDT on October 23, 2016
Oh, I can't help but say "good luck with that" since I have no experience on that stuff.

Anyway, you might want to take a look at this. This file came from the PS2 version of Silent Hill 4.
by Nisto at 9:19 PM EDT on October 23, 2016
SH4 uses practically the same format as sd.bin in SH3. I think I pretty much already wrote a tool to extract it, I just haven't posted it since I thought no one was really interested. Will put something up on Github sometime today or tomorrow.

EDIT: https://github.com/Nisto/sh4-sdex

edited 10:02 PM EDT October 23, 2016
by AnonRunzes at 10:03 PM EDT on October 23, 2016
Thanks!
Getting Adx and Aix files by Stronglime at 10:49 AM EDT on April 11, 2017
Hi! I've been trying to understand how to extract the original ADX and AIX files from the game, since the extractor coded by Nisto gives .svag files as output. My intention is to replace the PC version Silent Hill 2 files with the PS2 ones, since they are of higher quality. (The PC version with mods nowdays is finally better than the PS2 version except, of course, the audio.)
I've seen Nisto figured out how to calculate the appropriate offset between the pc and ps2 versions, but I don't understand how to extract the files themselves. Anybody can help?

edited 10:49 AM EDT April 11, 2017
by Nisto at 4:06 PM EDT on April 11, 2017
There are no ADX or AIX files in the PS2 version. The .svag files are dialogue/cutscene tracks. The .HD/.BD/.TD files contain the music and the sound effects, which are mostly sequenced, and thus not playable directly in an audio player (you would have to convert the music from the PSF2 set or something). Lastly, the audio in the movies are .ss2 streams, which you can extract using e.g. VGMToolbox (Misc. Tools -> Stream Tools -> Video Demultiplexer).



Speaking of the PSF2 set. I already posted it in this thread, but for posterity's sake I'll post SH2 and SH3 here too:
Silent Hill 2 - Saigo no Uta (2002-07-04)(KCE Tokyo)(Konami).7z
Silent Hill 3 (2003-05-23)(KCE Tokyo)(Konami).7z
Success,but.. by Stronglime at 7:03 AM EDT on April 12, 2017
Partial success! Thanks for the reply, I've managed to convert the files from PSF2 to WAV by using foobar2000, then back to ADX using a PES File converter i've found on the net. Then I put them back into the game and the quality is indeed better, but I have two problems:

When Foobar reads PSF2 files it's awfully quiet, is it because of the original files or the converter? If so, do you know a better PSF2->WAV(Or anything) converter?

I cannot find the dialogue files in the zip you posted, are they included? I've found a way to replace them with ADX files on the PC version too.

EDIT:
Managed to extract the dialogue files myself. Now looking into creating the PSF2 files to see if there's any difference in volume by playing with settings..

EDIT 2:
Found out that dialog files are not 1:1 with the PC version like with BGM files. The number of tracks inside voices on the PC version are 159, more than the streams obtained by extracting the european version of the game (122) even combining the PSF2 files labelled MISC and CORE (30). I suppose some of them are either empty, unused, or movie sound files? Strange, since the sound of movies in the PC version is inside the bik files themselves. I've tried to get at least the background music from the european version to test if i could rip it louder, but apparently I can't understand how to use mkpsf2 in VGM toolbox, I suppose i need some extra "IRX" files. I've found SD_CD.IRX and SD_HD.IRX and SDSTR.IRX in the european directors cut version disc, but I don't know which to use. The 7z file you provided me mentions a "sh2.irx" but it is nowhere to be found.
At this point, I don't know what to do. If you could provide me with a direct contact (Skype? IRC?) to help me out I'd be grateful.

edited 10:14 AM EDT April 12, 2017

edited 10:17 AM EDT April 12, 2017
by Nisto at 2:53 PM EDT on April 12, 2017
Yeah, I'm aware the set is kind of quiet. The internal volume can be changed, but to be honest I'm not sure what the best solution is. Even though the game does adjust the volume upon boot, I decided I didn't want people complaining if it didn't turn out to be a good global volume, because some tracks are really loud. Also, the volume is barely any louder despite that initial adjustment. So I don't know if maybe it's manually adjusted for each track, but from the top of my head, the driver controls at least 4 different volumes: the user-configurable BGM and sound effect volumes, a master volume, and another one which I'm not perfectly sure about to be honest.

If I remember correctly, one of the trial versions had more dialogue tracks than both of the final releases. I may be wrong, but yeah, it could be that the PC version actually draws from one of them. (EDIT: Indeed, the E3 2001 trial release (SLPM-12345) also has 159 dialogue tracks.)

The sh2.irx file is a custom module I wrote to interact with the sound driver, so you won't find it on any disc. You can get the file out by using PSF2 Unpacker (also present in VGMToolbox). But you're not gonna be able to do much with those files unless you know some assembly language (MIPS R3000 to be exact), sorry to say. Also, you shouldn't try to replace the modules as they will likely not be compatible. I have patched some of the original modules specifically to be compatible with the PSF2 specs and my own module. Besides, all the sound modules are 100% identical between most of the releases, so the settings won't really be any different.

I'm usually on #vgmdb at irc.psigenix.net.

edited 4:58 PM EDT April 12, 2017
by Ratio at 7:49 PM EDT on August 17, 2017
Hi guys,
Have any breakthroughs been made in converting/using the PS2's sound files for the PC version?

edited 7:52 PM EDT August 17, 2017
SFX by Ratio at 12:11 PM EDT on August 29, 2017
Hi Nisto,

Would you have the means of extracting all the bits of audio from the game? Including the music, sound effects, and voice/dialog while retaining their original sample rates and stereo output?

There are a group of other talented programmers/modders out there who are improving the PC version of Silent Hill 2 making it match or better than the PS2 version in numerous ways. You can see a video of some of the fixes here:

https://www.youtube.com/watch?v=878F2cbLAXo

(An improved noise grain filter is also currently being developed and is nearing completion.)

The two major fixes left is porting the PS2's sounds to the PC version and creating soft shadows for the PC build.

For the audio: All versions of SH2 except for the PS2 version have compressed the audio files into a lossy, noise-induced format. This is further explained here:

https://www.youtube.com/watch?v=nna2yt1c9gI&t=403

And while this situation is less than ideal the *tone and pitches* for the audio files in the PC build have also changed during the conversion. You can hear this in action here:

https://www.youtube.com/watch?v=8E5Nt8ahZRk

Without putting you on the spot your research into the sounds of SH2 PS2 are vital into cracking open this egg and getting all music, sounds, effects, and dialog accounted for to transpose to the PC build. Any further help would be greatly, hugely, immensely appreciated by the entire Silent Hill community. (Konami has neglected this series/us fans so it's become down to us to fix what Konami has wronged at this point.)

And, for the soft shadows: Soft shadows will probably be one of the last fixes due to the complex nature of writing new shaders and injecting/overwriting the old ones in the game but we're in the very, very, very early stages of looking in to this:

https://github.com/elishacloud/dxwrapper/issues/6

So we're hoping that with "enhanced audio" and soft shadows for the PC build we can have a true, no-kidding, definitive HD platform for this beloved, neglected classic.

Thank you for all the work and research you've done so far and thank you for any future help and guidance you can lend!
John

edited 12:12 PM EDT August 29, 2017

edited 12:26 PM EDT August 29, 2017
by Ratio at 12:29 AM EDT on September 3, 2017
Hi Nisto,

Have you considered Google Drive to upload your files? So long as you have a Google account (through Gmail or otherwise) your files won't disappear unless you delete them. I believe Drive gives you 15GB for free.

But thank you for the advice and tips on your GitHub page.

When you ripped the sounds (SFX) do you recall if they retained their correct sample rates and channels for you? We've ripped the PS2 game (Saigo no Uta) for its SFX and received nearly 2,000 files (with many of them being duplicates though) but we've noticed there are discrepancies with some of the audio files.

I mean no disrespect when I ask this but would you consider re-uploading the files you've already ripped; music (including the three tracks you didn't include due to them having dialog within them) and SFX/dialog (if you have any)?

While we would be willing to learn the in's and out's of all these pieces of software this is a one-off project we're doing solely for the purposes of Silent Hill 2 and no other game. (Because, as previously linked to you, SH2 suffered severe audio degradation on all versions outside of the PS2 ones.)

The process of mapping the PS2 audio files back to the PC ones has proven quite time consuming. Then we will need to edit them to the same length/approximate size as the PC's versions (as the size/length information is hard coded into the game and the audio won't play back otherwise). And naturally we'll need to do extensive play testing once we get to a good spot and iron out the inevitable bugs/errors we come (hear) along the way.

All this to say that if you have many or all of the sound files already converted it would be a tremendous help for us in time alone.

Thank you though once more for your hard work and due diligence for Silent Hill 2 and game audio elsewhere.

edited 12:30 AM EDT September 3, 2017
by Nisto at 2:25 AM EDT on September 3, 2017
My issue isn't so much with finding a good and reliable file host in this case. It's more that it's a waste of time and space, really.. Decoding stuff to WAV really beefs up the size, too, and I'm not on a very fast connection here..

The game uses standard PS2 sound banks, which does retain the original sample rates. But beware that many sound effects in this game are sequenced, which of course means that the final rate (i.e. what you ultimately hear in-game) may be different for some sound effects, depending on the configuration of the assigned instruments and which keys are actually played. As for the channels; every single sample in the PS2 version are monaural - it's a hardware limitation. They may have used multiple samples (one for left, one for right) to "simulate" stereo though, but I don't recall any occurrences of that.

I'm sorry, but aside from that SFX (read: sample) pack I uploaded, there really isn't any difference between what I've previously posted here and what sh2ex gives you. Just use the tools I referenced in the GitHub Issue to rip the dialogues and movie tracks yourself. The tool is there to be used - otherwise I wouldn't be sharing it with the world! I don't mean to sound harsh, but again, this is not difficult; you really don't need to know the "ins and outs" of Silent Hill 2 or the PS2 to do any of these conversions.

Since I did do a lot of organizing and additional extracting for the BGM/SFX samples, I guess I can upload that again at least. It may be a couple of days before I get to it though; I have a lot on my todo list lately, and I'm just getting to bed.
by Ratio at 1:14 PM EDT on September 3, 2017
>>>>>>
every single sample in the PS2 version are monaural - it's a hardware limitation. They may have used multiple samples (one for left, one for right) to "simulate" stereo though, but I don't recall any occurrences of that.
>>>>>>

This explains a lot to me, thank you. I'm happy to know we're on the right track then with the SFX we ripped already.

>>>>>>
The tool is there to be used - otherwise I wouldn't be sharing it with the world! I don't mean to sound harsh
>>>>>>

You do not sound harsh at all. I understand where you're coming from. I also didn't realize you're internet speeds weren't the best so I understand better why you wouldn't want to be bothered re-uploading what you've already ripped.

>>>>>>
Since I did do a lot of organizing and additional extracting for the BGM/SFX samples, I guess I can upload that again at least.
>>>>>>

So on that note, I understand if you'd rather not.

Nonetheless thank you continually for the software and programs you have created to get us where we're at now! It's a slow process but we are getting there piece-by-piece!

by Nisto at 11:26 PM EDT on September 8, 2017
Took a little longer than I had hoped, but here it is once again, in full glory. I actually re-ripped the samples because loop data wasn't quite as accurate as it could be in the last set.

https://www.dropbox.com/s/qnr4k64wyoqb71f/SLPM-65631_BGM_SFX.7z?dl=0

Grab it while it's hot.

You will need vgmstream (foobar2000, Winamp) to play these files.
by Ratio at 9:22 AM EDT on September 11, 2017
Thank you Nisto! Got 'em piping hot and will send to the other members working on the enhanced PC audio project.

Your work and contributions mean a lot. Thank you again.
by Nisto at 7:45 AM EST on December 22, 2017
I finally figured out how loops work, so I put something together in conjunction with kdt-tool (which I've recently updated to support a couple of more commands by the way) to time the PSF2 rips of Silent Hill 2 and Silent Hill 3 such that they play two iterations, and fade out for 10 seconds at the beginning of the third iteration. For those interested, here is the script.

The new sets should be on psf2.joshw.info when Knurek gets around to transferring them from his FTP.

edited 7:50 AM EST December 22, 2017
by Nisto at 3:52 PM EDT on May 28, 2018
I recently helped porting some of the audio from the PS2 version to the PC version in a project on GitHub. In the process, I had to create some PSF2 files for the sound effects, which in turn required me to create an alternative driver which supports 'tvag' chunks. So I thought I'd post the driver here in case there's a need for 'tvag' support in other games or whatever. Note that, since the game uses different calls for BGM and sound effects, this is NOT meant to replace the driver in the PSF2 set uploaded on psf2.joshw.info; use it as a secondary driver for sound effects.

https://www.dropbox.com/s/tpdf9uf5rklzoxg/sh2_se_driver.psf2lib?dl=1

edited 3:53 PM EDT May 28, 2018

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