Game Music Emu multi channel dumper by kode54 at 3:10 AM EDT on March 23, 2016
I wrote a thing:

https://static.kode54.net/multidumper.zip

https://gitlab.kode54.net/kode54/multidumper

It currently has no progress indicators, but it's fast enough that it should complete without much trouble, depending on your machine speed.

multidumper <file> <subsong>

And it will mute all but one channel per output file, named after the input file and the channel name.
by vajuvaju at 12:09 AM EDT on March 24, 2016
Wow! I just used it on a Mega Drive .vgm and it works great! Thanks, kode54!
by Kurausukun at 3:19 AM EDT on March 24, 2016
Wow, this is really cool. It works perfectly with files that GEP wouldn't let me control.
by Infernus Animositas at 9:45 AM EDT on March 24, 2016
Is it at all possible to implement a solution so compressed vgm formats such as .vgz can be rendered?
by punk7890-2 at 3:59 PM EDT on March 24, 2016
I know this isn't exactly the place to ask, but Sound Canvas VA doesn't work in the latest MIDI plug in for Foobar. Gives me a Parameter File1 Read Error. Is there a way to fix this?
by kode54 at 7:43 PM EDT on March 24, 2016
RE: VGZ: Decompress them, because I was too lazy to implement GZIP support into the program. Or wait for me to add it.

RE: Sound Canvas VA: You can't just copy the Sound Canvas VA.dll to your VSTi folder, you must copy the entire contents of the install folder.
by punk7890-2 at 9:00 PM EDT on March 24, 2016
Ah silly me. Thanks for replying even though this isn't that type of thread.

EDIT: Uh, sorry again. I don't know where the install folder is. Where is it installed to by default? I can't seem to locate it in Program Files. Only a folder called Activator.


edited 2:27 AM EDT March 25, 2016
by AnonRunzes at 1:07 PM EDT on March 25, 2016
One question:
Should I use a ROM for this?
by Kurausukun at 5:54 PM EDT on March 25, 2016
Use a GEP compatible format.
by rebooter23 at 7:58 PM EDT on March 25, 2016
Which formats are supported?

Thanks for the work!
by kode54 at 11:49 PM EDT on March 25, 2016
AY, GBS, GYM, HES, KSS, NSF/NSFE, SAP, SFM, SGC, SPC, and VGM, but not VGZ, because I was lazy. Rename and gunzip them first, I guess.
by kode54 at 10:46 PM EST on January 7, 2017
VGZ has been added, and KDDLB has made a C# GUI.

https://f.losno.co/multidumpersetup.exe

E: And now SPU.

edited 11:53 PM EST January 7, 2017
by vajuvaju at 10:43 PM EST on January 10, 2017
Great work! I'm having trouble with VGZ, though. VGM and the rest work fine.
by mariofan12ify at 3:03 AM EDT on June 11, 2017
How do I use this? Is it a foobar component?
by kode54 at 10:41 PM EDT on June 11, 2017
This is a stand-alone utility, designed to rip individual chip channels directly to .wav files, for mixing. Obviously, this is not usable for xSF formats, where it is next to useless, since most of the xSF formats employ dynamic channel allocation on playback, so individual sound channels get scattered across all the hardware channels in a seemingly random fashion.

Also, it obviously can't work for vgmstream. What you'd want for that is the Channel Mixer DSP, and downmix individual tracks with the channels you want, either at playback time, or convert them to some other format. It could probably use a settings file to allow describing downmixing settings for individual tracks, such as split a 6 channel track into 3 stereo subsongs.

That's another thing vgmstream needs: subsong support, for the few formats that may actually benefit from it. Maybe in the future...
by datschge at 9:31 AM EDT on June 12, 2017
There are also a few audio drivers for SNES that employ dynamic channel allocation on playback. I guess the best solution for these and most xSF formats would be tracking the usage of specific samples/instruments (or more bluntly soloing one sample/instrument after another) instead taking the hardware channels verbatim. Though I'm sure that's a big-ish change for most if not all players' playback code.
by vajuvaju at 7:15 PM EDT on August 18, 2017
Can you please add options to change the times the song is looped and enable/disable fadeouts (a la vgmstream)?
by kode54 at 8:44 PM EDT on August 18, 2017
The numbers of times a song is looped is only relevant to VGM format and GYM format, not any of the others, which rely on manual timing tags to determine the length and fade times.
by vajuvaju at 11:25 AM EDT on August 19, 2017
Got it, thanks!
by Volkov73 at 9:54 PM EDT on September 7, 2017
When editing the timing tags for SPC files using the foobar plugin - only whole second increments seem to be possible, not millisecond adjustments (which appear necessary to get accurate end times). Am I doing something wrong?
by kode54 at 6:34 PM EDT on September 8, 2017
Use decimal points for milliseconds. And I don't think I support localized fraction separator characters, so you'll have to use periods.
by TheUltimateKoopa at 7:12 PM EDT on September 8, 2017
Does the "subsong" refer to GBS and NSF files, where all the songs are in a single file, rather than separate files, like SPC, etc?
by kode54 at 7:45 PM EDT on September 8, 2017
Correct. Subsong refers to multi-song formats.
by TheUltimateKoopa at 1:33 PM EDT on September 11, 2017
How do you set the length of the dumps?

All GBS files for example, have a default length of 3:08

Also, is it possible to batch dump all files on a GBS set?

edited 1:43 PM EDT September 11, 2017
by Volkov73 at 7:11 AM EDT on September 12, 2017
@Kode
15.99 logs the same as 15, only giving 15 seconds of audio. I can just set it longer and manually add cut/fade to the song. I likely wouldn't be able to find the exact value I need (not sure how other people have managed to do it)

@UltimateKoopa

You can make a batch file to do this. The one I made created a folder for each subsong and put the relevant files in each folder. It helps if you know the song names beforehand as you can have the batch file name the folders for you as opposed to having just numbers.
by TheUltimateKoopa at 8:34 AM EDT on September 12, 2017
What about setting how long the dumped files are? Sometimes the 3 minutes aren't enough, as some tunes are longer than that.
by Volkov73 at 11:32 AM EDT on September 12, 2017
@TheUltimateKoopa

It would be nice to use the multidumper to set length, loops count, fade time of what gets logged

You could use Bleep! to log audio from .gbs files. This program allows you to choose song length and fade time. You could then write an autohotkey (.ahk) script that automatically logs each channel to WAV and puts them together into one folder for each song.

edited 12:06 PM EDT September 12, 2017
by kode54 at 11:35 PM EDT on September 12, 2017
So, logging them one at a time? Isn't that what this tool was designed to avoid? Also, I'm not touching Bleep! because it's written in assembly language, the language of people who don't want other people to mess with their code.
by TheUltimateKoopa at 2:42 PM EDT on September 13, 2017
Logging multiple files at once, as opposed to manually logging each one separately, isn't so much of an issue. But having them log for longer than 3 minutes can be a big issue.
by Volkov73 at 7:18 AM EDT on September 14, 2017
True that. Give Bleep! and an AHK script a go. That's how I logged my gameboy music that is over 3mins.
by TheUltimateKoopa at 1:00 PM EDT on September 14, 2017
I could always do it manually.
By muting the channels in foobar2000 and separately converting to WAV for each channel.
by TheUltimateKoopa at 10:49 AM EDT on September 16, 2018
I just noticed, that some games don't even work at all with multidumper.
Pocket Bomberman for example says "Error opening song: wrong file type".

i'm pretty sure I'm not typing the wrong thing in:
"multidumper DMG-APOJ-JPN.gbs 0"


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