I've mentioned JoshW's VGM archive before. Please visit it more frequently. If you do a search for budokai (see here), you will note that the game was ripped from the PS2, and based on the file size, it's streamed. While it isn't the Gamecube version, it's very unlikely that the GC version is going to be sequenced (to get sound fonts from the games themselves, they have to be at least partially sequenced). In other words, it's very unlikely that you'll be able to extract any instruments from this game.
Also, the FPS that Dolphin gets on your system has virtually nothing to do with the tools necessary to rip video game audio. You don't run the game at all. Within Dolphin, there's a way to view the internal file structure of the GC's ISO disc. It's been years since I used Dolphin, so I don't remember what menu it's under, but if Dolphin will load on your PC at all (you don't even need to open a GC image), you can extract files from GC images ( <-- that will require loading the GC image file, but it will *not* require running the game). However, I would recommend using VGMtoolbox (You can find it on this forum, or with Google. I don't know if it runs under Vista though), as that is a much more versatile tool, with a lot more features, and it might even be easier to use. Once you can see the internal directory structure of the ISO files (PS2, GC, X360, etc.), the only "hard" part is knowing where to look, and what to look for. There's usually a "sound", "audio", or "music" folder (or something like it) that contains music. If, within that folder, the files are really small, they're probably sequenced. If they're really big, they're probably streamed.
Anyway, check out the JoshW archive next time, when looking for a game's audio. If it's not there, then feel free to ask. Otherwise, it feels like you're ignoring extremely useful information, which makes me less interested in answering questions. Mouser X over and out.
Ah, though what I don't understand is that Super Mario Sunshine is one there, yet it is commonly known that a soundfnt and instrument samples exist and have been ripped. What's up with that? Why is that on there if it can be ripped?
by Zetto Kuzuuya at 10:04 AM EDT on October 14, 2017
Also, what about Soul Calibur 2 for the gamecube? I wasn't able to find it in the list, so does that mean I could rip instruments from it?
by mariofan12ify at 10:27 AM EDT on October 14, 2017
@Zetto Kuzuuya The music for that is streamed, so I don't think ripping instruments from it would be possible.
Jack recently started working on our editor for Amuse, and we discovered that we were missing an entire command, this may be why some game audio crashed amuseplay/render, we'll be releasing an updated version soon
The same situation I have with Star Fox Adventures, crashes after a second of playing the song in amuseplay for example
And I have a question with amuseconv, what kind of "<data-file>" is the one that I have to import into the program? I try to convert something with the files but it always comes out "[0.0045 ERROR amuseconv] unrecognized format: EXTRACT"
EDIT: I have tried amuserender, and I noticed that the pitch when trying to transport to a note, is passed as a +100cents
EDIT2: Some samples has much release and some bugs that it ruins the experience a bit :/ (Example)
EDIT3: I think also for the "3D positional audio and surround-output capabilities", let's say that the input is in 5.1 (Left / Center / Right / Leftsurround / Rightsurround and Low Frequency Effects), but the rendering does it in only stereo (Left / Center / Right) (the information of Ls, Rs and LFE don't render because wav files dont support multichannel), that causes it to lose significant information (It shows in certain instruments as orchestral harps where the attack of the sample doesn't exist). Perhaps you can use FLAC for 5.1 support on render audio.
But outside of that the sound quality increased much more than the one heard on the console itself <3
EDIT: I have already managed to convert the .son of SFA (Not all because there are some .son that make the program crash), and as for sound bank, I used the one of this page [dinosaur planet sf2] (http://fyeahdinosaurplanet.tumblr.com/post/58817529485/dinosaur-planet-music-restore-complete) and in many patches it fits.
EDIT2: I already realized that the big "release" is actually a bug of the amuse converter in the sequences.
The most noteworthy addition is a GUI editor for MusyX groups. In addition to providing granular parameter editing, it's also a convenient application for simply browsing and listening to the audio.
amuserender has also been updated with a -c option for rendering multichannel songs. For instance, `amuserender starfoxm.pro midi.wad -c 8` will produce a 7.1 .wav file that will map to your system's outputs in VLC or Windows Media Player. Song21 in SFA is a good test of this where the sound starts in the rear channels and gradually spans to the center speaker.
Windows build only for now, I'll make a macOS one when I have the time.
Also, only GameCube groups are officially supported for the time being. I haven't had a chance to test for breakage in N64 groups.
EDIT: For anyone experiencing odd audio rendering bugs or crashes with the old amuse programs, please try these new versions. Bolting a GUI onto Amuse exposed tons of issues that I fixed as they came up. I'm certain that the rendering accuracy and stability is much improved :)
@jackoalan: very impressive work. Are there plans to support song playback directly in the editor GUI? Or is that possible already somehow? If so, I wasn't able to figure out how.
Unfortunately, it still won't render bgm_0a from Resident Evil Zero. It crashes about 9 seconds into the track.
Yes, if the game has multiple songs in a supported container, do File > Import Songs and select the song container file.
Then you open the song group from the project tree (pink folder with note icon), then look in the MIDI Setups tab. Here you can see the imported songs with play buttons, or browse to another MIDI or individual SNG file if the game didn't package the song into a multi-song container. Once selected, right clicking the song file name will let you convert back and forth between MIDI and SNG if you wish.
I'll have a look at that crashing SNG later. I'm also working on looping SNG support since I just discovered how SNG encodes loop information.
The groups I tried importing didn't have multiple songs, but I didn't see any play buttons in the MIDI Setups tab. I had to click the Browse button in the MIDI File column to locate the group's song file. Then the play button finally appeared. Nevertheless - it works! Great job.
Is there any way to adjust the volume of a rendered song in amuserender?
amuserender by EskimoWolf at 3:37 PM EDT on September 6, 2018
The amuserender doesn't seem to work in the 2018_09_03 build. I had the old renderer working, one that came with a the .pdb file. (Possible missing from the new release?)
When run, the new version simply says "Found '4 RAW Chunks' Audio Group data" and closes. No output.
bgm_0a now plays correctly (it has an odd way of representing a non-looping sample in its SDIR). amuserender no longer crashes when given a group in the working directory. A `-v` option has been added to amuserender so the master volume may be adjusted (e.g. `-v 0.7` will render at 70% volume on a dB-power scale).
Also, looping SNGs are now fully supported! Extracted .mid files will have control changes on CC 102 defining the loop-start and CC 103 defining the loop-end. Note that MusyX supports looping on a whole-song or per-channel basis (the latter is mostly used in SFX sequences). If an input .mid only has the control changes on *one channel* this will be a whole-song loop, otherwise a pair of control changes must appear on each channel.
Oh I also forgot to mention, Rogue Squadron works once again, both N64 and PC versions. This is the only non-GameCube title I've tested, but there's a good chance others will work. Please report if this isn't the case.
I appreciate all the hard work you've put into this, jackoalan! It appears that Wario Ware, Inc. Mega Party Games uses MusyX as well, but amuse doesn't recognize the sequences in the 'sound_data.bin' file. I've been using the amuse tools a lot with the Star Fox Adventures soundtrack. Is there any way to get the ADSR controls in the MIDI files to work with a Sound Font?
Star Fox Adventures Tracklist by EskimoWolf at 3:27 PM EDT on September 25, 2018
Here is an ongoing tracklist for each song in Star Fox Adventures. It includes the order the songs appear in the game as well as the header name pulled from Dolphin. Some songs don't appear in the game from what I could find.
If anyone finds something off or has a change, let me know.
Link is back up. It was inadvertently disabled by our repository mirroring system.
more samples by jurassicPieter at 3:44 PM EDT on October 10, 2018
first: amazing work so far. i've been trying to compile it myself and see if I can help, but i still have trouble with it. Would be nice to have a fooplayer/winamp/xmplay plugin of amuserender. With the common setting of loop twice and then a 10 second fade out.... Is the output of amuserender determinstic: so will a rerender always return the exact same file? I'd love to see if there are regional changes or changes between demo and the final games.
I tried it on pokemon colosseum and it worked once the lz77 compression was decoded. The tool on hcs64 is not enough, but a quickbms script exist to decompress it. Would be nice if it would work too as a custom format. Something like amuserender bgm.fsys common.fsys to play them. I have no idea which midi setup links to which song though.
i should check the last version, the version I checked now seems to have issues with percussion changing volume. I hear the percussion again instead of changing the volume or maybe it's just me. I heard it in the songs of the Peach's Castle tech demo, but also in some songs of pokemon colosseum. There are also unused songs on the gamecube service disc that have this issue. It contains a 6 minutes song that looks like a Musyx sequenced song sample with lots of music style changes....
The only game I still wish as a clean rip of Geist, but the game has no slib. If I check dolphin it loads fear.m3d fear.mmf and fear.samp. Some debug content in geist refers to a fear.slib and there is also a fear.swhat which is not being used.
I just ripped all the musyx related games I own to see what plays and what doesn't
Rogue Squadron 2 by CosmicDreams at 10:17 AM EDT on May 9, 2020
A bunch of tracks just don't play in amuse for some reason. Seems like just ones not in GroupFile20 though.
Some of the midi's have big areas of nothing where i'm assuming streamed audio of movie music is meant to go, but that doesn't play. In fact they don't seem to be samples so i'm wondering where they are stored. Probably the VSP files in the root of the game files.
Do you by any chance remember how you found the lookup in RS1Mappings for Rogue Squadron/N64 games? Or just trial and error. There are a lot of games on N64 that use Musyx.
Bio_Rebirth_Line-In_FLAC_Prime_Blue.7z by Albert_Whisker at 2:19 AM EDT on September 19, 2022
@Nisto @MarkGrass and all who know of what I speak.
Many moons ago (on page 9 of this thread) there was talk of a file.
Bio_Rebirth_Line-In_FLAC_Prime_Blue.7z
Would anyone be kind enough to re-upload this trinket of unholy goodness?
I saw it mentioned in a previous thread here several years before that and had thought it was lost forever.
(I have nothing but my soul to offer in return, but I'd have to find it first and I can't guarantee it won't get lost in the post.)
These sound great! Much better than the official soundtrack releases!
I tried to extract these myself with a few failed attempts and a lot of frustration, so a BIG thank you to ALL who were involved in making it possible to hear these! And for the speedy response!