These games don't have streamed audio, as is usual in Nintendo titles. I supose all loop info is stored in the bcsar file, but I don't know how to reach it. Could someone share it or tell me how to seek it, in order to make custom looped files? Thanks!
X/Y does have streamed files. It uses .aac, which is hilarious. I'm almost positive we have determined that the loop points are in the .bcsar, but I don't think there's any way to edit them other than knowing where they are and hex editing them manually.
I find the X/Y rip weird. Especially how some of them even have a kind of ending. For example the "Battle (Mewtwo)" thing, after the loop usually ends, there's a bit where it just has the percussion, with the weird sound at the beginning... or something.
If it's there, it'll be in the sound table from the INFO section of the bcsar. I'll check at some point to confirm if loop information is stored in bcsar/bfsars, though I don't know for sure.
Probably nobody on here at least. There's really no need for it since the soundtrack was released not long after the game (in much higher quality as well).
I actually manually looped the X&Y OST's audio myself, although it did take a little while to convert everything. Not sure if I want to share it publicly though because I don't feel comfortable dealing with possible legality issues or something related. (I don't know if sharing looped OSTs has more consequences or something than sharing game rips. I could be totally wrong.)
Actually, you could try checking Smash Custom Music to see if X and Y audio is looped on there (once the site is back up).
I looped them a year or two ago using a (now outdated) version of BrawlBox. They're just BRSTMs encoded with ADPCM. Because of having created them with an older version of the software, a few of them will refuse to convert to other looping video game formats like B(C/F)STM without requiring some form of lossy conversion due to invalid headers (at least in my experience).
I'm looking into making GENH files for this, as the laac and txth doent seem to show up in droidsound-e. What settings would be used in VGM toolbox for the aac format?
Edit: nevermind, I got it figured out. I revised the set so all looping songs are in GENH, and the non-looping ones remain as .aac If anyone is interested, I can upload it
Thanks to Koto and Soneek for the loop points. I batched this in a program to append loopstart and loopend to the beginning of the looping AAC. With that I was able to use VGMToolbox to batch the songs into Genh. The looping sounded a bit off, with clicking, so I loaded a new loop into audacity, with an un-modified version. I noticed there was a 1024 sample offset, so each loopstart and loopend posted in this thread had 1024 subtracted for this set. The music now loops seamlessly. This should work in the latest build of droidsound-e. There was a bugfix to allow these all to play. Download Here I'm not sure if this might be a better version to have on 3ds.josh.info?
All songs that are still in AAC format did not have any loop data, and are unmodified.
Reminder for those creating GENH/TXTH + AAC, is this isn't super obvious.
MP3-like formats (AAC/ATRAC3/OGG/etc) often need "skip samples" (aka encoder delay = samples to ignore at the beginning) to get gapless/accurate decoding.
The value depends on the encoder and header but for AAC is typically 2112 or maybe 1024 (experiment). For GENH there is a setting at the bottom of the latest VGMToolbox; for TXTH just write "skip_samples = 2112".
Now, GENH/TXTH loop values should *not* include skip_samples, so you may need to substract. Ex. if some loop_starts are lower than 2112/1024 then it's probably ok, otherwise check if substracting -2112/1024 loops cleaner. Conversely if you don't set skip_samples you may need to add 2112/1024 to loop values (plus your file will have garbage samples at the start).
Non-looping AAC benefit from GENH/TXTH + skip_samples too, otherwise it's random whether your player supports it.