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by bnnm at 6:54 PM EDT on March 21, 2018
@marcusss - not that I know, but I reported to the fsb5_tool author the bug and also asked Droidsound to support subsongs, hopefully they help.
by Anterag at 8:02 AM EDT on March 22, 2018
Hi Bnnm,

Just to let you know that I actually extracted headerless XMA streams from EA XMA music archive (hog_music_stream.mus) from Harry Potter and the Order of the Phoenix on Xbox 360.

After this, I added a XMA header to the headerless audio files.

I tried playing the XMA with vgmstream but there is music for 1 second and then complete garbage. Maybe I extracted corrupted XMAs or it's a variant.

Here's one of them: Download

Could you take a look at it please?


edited 8:02 AM EDT March 22, 2018

edited 8:02 AM EDT March 22, 2018

edited 8:05 AM EDT March 22, 2018
by Ultrafighter at 2:48 AM EDT on March 23, 2018
@Anterag - maybe you should have split initial audio bank by "SCHl" stream start identifier, changed extensions of extracted tracks to *.asf/*.mus/*.sng and try playing them with VGMstream? Keep in mind that "SCHl" is the header for older EA container format so that possibly this method isn't going to work on their newer titles...

@Bnnm - I'm wondering if XWB_Split actually deserves an independent entry @Github... I mean it's a standalone tool with rather specific purpose which should have its own page/subsection IMO.
Just my 2 cents. If all future versions are gonna appear here then it's OK too.

Regards, Ultrafighter.
by Knurek at 3:28 AM EDT on March 24, 2018
@bnnm: any chance for a sxd_split? I still use XMPlay, and neither native nor winamp versions of VGMStream support subsongs there.
Vita\Super Robot Taisen OG Saga comes as one large SXD2 file, would be nice to be able to play more than the first song without having to switch players.
by ChillyBilly at 5:40 AM EDT on March 24, 2018
Yes, I'd like to second the SXD splitter proposal. That was part of the reason I was hesitant about posting that SRW rip Knurek mentioned. I may primarily use foobar, but I still like having separate files if I can help it....

Anyway, while I'm here, I thought I'd make a different inquiry, related to a few Konami-published games: I recently ripped Muscle Champion: Kinnikutou no Kessen, Contra: Evolution HD, and Remote Control Dandy SF for the Gamecube, PC, and PS2, respectively. The Contra rip comes in OGG files, but for some reason they're unplayable for me. As for the other two, I provided what I THINK are the sound archives for the Muscle Champion game (the MSM file might be for sequenced audio, but again, I'm not sure), and Dandy comes in a VAS archive much like the ones used for the Power Pro series (something I find particularly interesting since it wasn't actually Konami who developed this game). If anyone is able to look into these, I'd greatly appreciate it!
by marcusss at 5:14 AM EDT on March 25, 2018
@bnnm : Thanks for recommending those additions. Looks like they were implemented in the latest release
by bnnm at 6:49 PM EDT on March 25, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix 10ch XMA [Skylanders SuperChargers (X360)]
- Add .caf ALAC [Chrono Trigger v1 (iOS)]
- Fix .caf regression
- Fix some .wem [UFC Undisputed 2009 (PS3)]
- Fix repeated subsongs in ATSL
- Fix AKB2 subsongs [Mobius Final Fantasy (PC)]
- Fix reading .ATX filename in plugins
- Add RSD6WMA [Scarface (Xbox)]
- Add true multichannel XBOX-IMA + RSD6XADP [Scarface (Xbox)]
- Add .smv [Cho Aniki Zero (PSP)]
- Add Yamaha/NXAP ADPCM (bad decoding) [Time Crisis 4, Time Crisis Razing Storm (PS3)]
- Add .aac ADPCM [Star Ocean Ananmesis v1, Heaven x Inferno (Mobile)]
- Add .L/R extension [Crash Nitro Kart (PS2)]
- Add XWB internal name reading (rare)
- Improve Dreamcast AICA decoding (not very noticeable)
- (dev) Remove layout_ogg and cleanup
- (dev) Simplify last block interleave
- (dev) Use libvorbis over FFmpeg for AKB Ogg


Also updated xwb_split (fixed compact mode and modified to generate smaller files, if something fails use -a for the older method).

---

@Anterag - probably extracted wrong, I'd need to see the original files.

@Ultrafighter - I see xwb_split as 'done' (barring bugs), no much point to github it.

@Knurek - I'd rather use my limited time to make subsongs playable in XMPlay. I can't properly fix it due to XMPlay limitations but I think I could hack it to advance to the next subsong in the same playlist entry, though it's tricky to achieve.
Splitters are real hard work, and subsong formats have many unknown parts (that if removed I can't guarantee won't be needed in the future) and range from "fairly complex" to "retardedly complex". But somebody with quickbms or python knowledge would be able to make one based on vgmstream's code I think, as I leave many comments to document the formats along.

@ChillyBilly - Contra is encrypted. Muscle Champion is Hudson's format, may add later, try PDTExt meanwhile. Remote Dandy is a bunch of files together that must be splitted first.
by ChillyBilly at 9:08 PM EDT on March 25, 2018
@bnnm: Thanks for the response! Anyway, as far as Muscle Champion goes, I tried the tool you linked to and split the files. However... they only play fine for about a second or two before they start to glitch up. I even tried the tool with a couple other Hudson GC games that use the same format (Cubic Lode Runner and the Adventure Island remake), but I encountered the same issue. That being said, I'd greatly appreciate it if you could add support for these files! As far as the other two titles go, I'll see if I can try finding a solution to them on my own. Again, thanks!
by Ultrafighter at 4:49 AM EDT on March 26, 2018
@Bnnm: Huge thanks for both an update of xwb_split & that Scarface rerip! I also see that WEMs from UFC Undisputed 2009 are fixed now, nice work too!
Keep it up with VGMStream changes & additions!
Later!

Edit: May I ask you if these tracks from Medal of honor (2010) don't play because I can't set correct extension for them, find an appropriate decoder or they're actually yet another unknown/unsupported variant of EA ADPCM (XAS or "simple" 4-bit ADPCM)? It's PC. ver. of the game BTW.

VGMToolBox didn't report a single error after demuxing of VP6 vids had been finished but strangely enough I've got these (currently unplayable) SNGs (more than half of movie tracks) & weird BINs (1 per a *.vp6 video) which were totally unexpected. I'll be very grateful if someone helps me with those files.

Bye!

edited 7:53 AM EDT March 26, 2018
by Anterag at 11:49 AM EDT on March 26, 2018
@bnnm : Hi, thank you for responding. Here is the original MUS archive.
by Nisto at 7:48 AM EDT on March 29, 2018
@bnnm: Sorry if I'm being dumb, but how can I make test.exe output a looped WAV without hardcoding loops in addition to the metadata ('smpl') loop? I can't seem to override that somehow. At least not for GENH (PSX ADPCM) input.
by bnnm at 7:22 PM EDT on March 29, 2018
@Ultrafighter - Yet another EALayer3 6ch variation, I'm evaluating how to get it working. The .bin are .sng in other languages I think.

@Anterag - Use this quickbms script to split the files + vgmstream, it has many fragments but it's normal.

@Nisto - Not sure if I understand, if you want to override the loop points baked into a file with arbitrary loop values there is no option in test.exe (but it'd be easy to add). However not all codecs (outside GENH) would work with it. You can force looping to beginning to end with -E though.
by Nisto at 7:52 PM EDT on March 29, 2018
@bnnm: Basically, I have a bunch of GENH PSX ADPCM files which contain proper loop start/end values. When converted, a 'smpl' metadata chunk is added to the WAV file (as wanted), but test.exe also adds hardcoded ("baked in") loops after the loop region defined by the 'smpl' chunk. Is there any way to avoid that? It kinda complicates working with ADSR envelopes in my DAW.
by bnnm at 7:06 AM EDT on March 30, 2018
@Nisto - sorry, still not getting it :(
You mean you want a "smpl" without loop info? (the only thing test.exe writes there). I guess I could check -i and -L to do that.
But other than looping the "smpl" has no actual use... I think? (info)
by Nisto at 7:55 AM EDT on March 30, 2018
@bnnm: I just want pure metadata which specifies a loop region (the 'smpl' chunk in WAV; and yes, aside from loops, I do not know any other use of that chunk). Again, the GENH header contains proper loop start and loop end values, so they should definitely be preserved. But test.exe also encodes about 10 seconds (?) of the loop region into the actual PCM stream -- I do not want this. It's redundant, and I do not need it if there's already a loop region specified in the metadata, which appropriate software can make use of.

To further demonstrate: https://i.imgur.com/wKmdfsz.png

I hope this clears it up.

edited 9:06 AM EDT March 30, 2018
by bnnm at 10:16 AM EDT on March 30, 2018
@Nisto - I see what you mean now. So test.exe writes looped files then pastes "smpl" (so it loops with or without "smpl"...), as opposed to writing non-looped files + "smpl" so the player can decide to loop or not the resulting wav.

I think it's a bug rather than a feature and nobody would need the current behavior so I'll change it.
by Nisto at 10:58 AM EDT on March 30, 2018
Yep, that's precisely what I mean. And, I at least can't find a way to override the behavior. So thanks for looking into it.

I also wanted to add that, another possible downside with these hardcoded loops is that, if a loop region doesn't end on the last sample of the entire stream, subsequent samples are lost. Most DAWs allow you to exit loops upon releasing the key used to trigger a sound, and when you release the key, it *could* actually keep playing whatever audio data comes after the loop region (if there's an ADSR envelope for example).
by ChillyBilly at 1:00 AM EDT on March 31, 2018
Hey guys~ I'm back with another list of inquiries, if that's okay:

PC

CHUCHEL - So, this game's audio comes in these ".bso" files. A quick Ravioli scan reveals that these are containers for a bunch of smaller MP3 files (both music and SFX alike). While I personally prefer to split them, maybe it's possible to add support for the BSO containers themselves, similar to FSBs?

Metagalactic Blitz - Apparently, these .xnb files are 16-bit PCM audio, but whenever I try to play them in foobar, the program crashes. Sooo..... help? :/

PS2

Get Ride! AMDriver: Soukoku no Shinjitsu - Pretty sure this is the music archive, but I'm not sure how to get anything out of it.... at the very least, I feel pretty confident this isn't sequenced, judging from the file size alone.

Legendz Gekitou! Saga Battle - Comes in these .STR files that are unplayable for me.

Silpheed: The Lost Planet - I'm fairly certain the .STZ file has what I'm looking for, but again, beats me how to get anything playable out of that thing.

Viewtiful Joe - This one actually DOES play for me at least.... the problem is that it comes out rather slow and glitchy. I think the SRE files contain the header info for the PCMs, so that should help. BTW, this isn't actually the complete audio set, either.... there's about 4 other similar folders containing PCM/SRE files, though the one I provided here is the biggest in size. I'll be sure to get those upped later, as well!


And that's it from me for the moment!
by Ultrafighter at 4:23 AM EDT on March 31, 2018
@Bnnm - "Yet another EALayer3 6ch variation, I'm evaluating how to get it working. The .bin are .sng in other languages I think"
They should be and it all makes sense now: BINs are almost as big as SNGs because they're 5.1 mixes of the same tracks but with different voiceovers (they're in French I'm sure).
BTW there's similar issue with NFS Undercover (PC ver.) videos but this time not a single SNG can be played. Renaming those *.unknown.bin to *.sng or *.vgmstream doesn't help too. If you ever need more samples of audio files from such vids just let me know.

I stumbled upon quite a few BGMs from MP part of MOH (2010) and I can't make most of them play or convert. Very few *.res (renamed *.sns?) can be converted with EALayer3 but the bigger part of multiplayer soundtrack can't be dealt with so easily.
May it be some sort of ADPCM, probably with 4 channels or more? I can actually hear some BGM if I use snr-make.bms (set CODEC 0x04) but there're also lots of static, maybe I must delete some portion of data from file start, save it as SNS & try making SNR again? Any help will be appreciated, be it some advice or your will to look into some more samples.

Goodbye!
by Anterag at 8:01 AM EDT on March 31, 2018
@Bnnm
Thanks! The script worked like a charm. I would suggest having a look at The Simpsons Game for PS3 which uses EA multilayer IMA ADPCM, if you can please. I tried the script and did some modifications but I can't extract the segments contained in the big MUS archive. The Xbox 360 version has been ripped but I never liked the XMA artifact noises so that's why I want to access the PS3 segments (maybe there are differences too).

Here is one of the several MUS archives.

edited 3:50 PM EDT March 31, 2018
by ChillyBilly at 10:34 PM EDT on March 31, 2018
Here's the rest of the VJ files, as promised:

Part 2
by bnnm at 5:11 AM EDT on April 1, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- (dev) Remove decryption decoders for decryption streamfiles
- (dev) Rename stuff, minor tweaks
- (dev) Clean scd_int layout and rename to layered layout for later reuse
- Tweak VDS/VDM num_samples
- Adjust MSF samples and use mpg123 over FFmpeg
- Accept EA SCHl "SHFR" blocks [Medal of Honor (PC) movies]
- Fix test.exe -L creating "smpl" chunk but also looping the song
- Fix .dec not looping in plugins
- Fix buggy XNB [Metagalactic Blitz (PC)]
- Fix mono/interleave/PCM16 .spsd [Giga Wing 2, Virtua Tennis 2 (Naomi)]
- Add stereo AICA to GENH/TXTH (no interleave) [SF3 Double Impact (DC)]
- Add RIFF AICA [Dreamcast games]
- Add EA .WVE videos [Supercross 2000 (PS), Wing Commander 3/4 (PS)]
- Add .stx STHD [Kakuto Chojin (Xbox)]
- Add little endian .adpcm DSP [LEGO Worlds (Switch)]
- Add .mcadpcm [Skyrim (Switch)]
- Add .PCM+.SRE [Viewtiful Joe (PS2)]
- Add KTSS .ATSL [Sengoku Musou Sanada Maru (Switch)]
- Add .adp ADX extension [Headhunter (DC)]
- Add .msv extension [Fight Club (PS2)]
- Add .sng extension for EA 1SNh as foobar doesn't like .asf
- Add .sps EATrax [FIFA 2015 (Vita)]
- Add .awc XMA [Red Dead Redemption (XMA)]
- Add .pdt subsongs [Cubic Lode Runner (GC), Muscle Champion (GC)]
- Add support for XIPH_CUE_LOOP pairs found in Super Mario Run (by bxaimc)
- Add -official- VSV extension to PSH meta (by bxaimc)

Super fun easter update~

***

@ChillyBilly - for Chuchel use this bms (just a container).
Get Ride contains many headerless PS-ADPCM files, offsets would be in another file.
Legendz is headerless, TXTH
Sylpheed .idx has offsets to the .slz, but I don't understand the format; data has headers.
Other two I fixed.

@Ultrafighter - .res is an archive file from one of EA's engines. Normally it's not a format but a companion file for external headers. It may contain .sns, .snr+.sns, or textures or whatever, extracting them ranges from complex to super-hard I'm afraid.

@Anterag - use this bms
by Knurek at 7:41 AM EDT on April 1, 2018
@bnnm: Thanks for adding AT9 SPS support, I've uploaded all 5 games using this to the server.
There seems to be some bugs with some of the files

116504.SPS, 116505.SPS, 1368555.SPS and 1368557.SPS from Need for Speed: Most Wanted get detected as files with absurd bitrate (for AT9) and play only the first few seconds.
Not sure what might be the cause for that, everything else seems to play fine.
by bnnm at 6:24 PM EDT on April 1, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix some .sps num samples [Need for Speed Most Wanted (Vita)]
- Fix some .mcadpcm [Skyrim (Switch)]
- Fix some .opus [Resident Evil Revelations (Switch)]
by Nisto at 9:10 PM EDT on April 1, 2018
@bnnm: Thanks for the update. There is just one little problem left.. The hardcoded loops are now replaced by silence. It would be good if the file just ended where it's supposed to.
by Ultrafighter at 4:10 AM EDT on April 2, 2018
@Bnnm - Wow what an awesome update you've got here (and a super-fast hot-fix too)! There're so many nice additions I can't thank you enough for them all.

WVE demuxer works perfectly on vids from 3 different EA Sports VGs and more tracks from MOH movies are playable now. There're a few 6ch. EALayer3 files though and they still don't play at all. NFS UC demuxed audio is apparently similar too, a few SNGs can be added to playlist now but can't be played back.
Maybe you can advise me some specific offset for ealayer3.exe & I'll simply make 3 stereo MP3s out of such tracks? It might be enough for now although it'd be bothersome to remake original 6ch files using those MPEG downmixes if there're dozens of them.

So it's even more complicated when it comes to those Frostbite *.RES, damn them! Well usually their sounds or movies have tiny *.dbx in the same folder but I'm not sure they might be useful or even contain some SNR data.
There should definitely be some solution, possibly I'll even be able to devise one... For example I've been unpacking all FBRB archives and looking for *.snr there but shortly thereafter I found out that the 1st, smaller portion of MP BGMs is compatible with EALayer3. I think some workarounds are going to be discovered, I just hope it won't take too long.

Till next time!

edited 4:16 AM EDT April 2, 2018

edited 4:25 AM EDT April 2, 2018
by ChillyBilly at 3:45 PM EDT on April 2, 2018
@bnnm: Wow, thanks for the awesome update! However, I'm still experiencing a couple of issues.... those being that both the Viewtiful Joe PCM/Hudson PDT files still come out distorted for me. Not sure why, but they just do. Otherwise, everything else turned out great! I'm really digging the jazzy tunes from the Legendz rip, heh. Anyway, I'll take another look at Get Ride + Silpheed and see what else I can find. Later!
by bnnm at 3:00 PM EDT on April 3, 2018
@Nisto - last minute derp, will fix

@Ultrafighter - if only EALayer3 was so simple...

@ChillyBilly - .pcm+sre and .pdt work fine for me.
by ChillyBilly at 5:54 PM EDT on April 3, 2018
@bnnm: Not sure if it helps, but the issues from my end are when I try to play the files in foobar. I haven't tried any other players yet, so maybe those will give me different results. Still, I can definitely say they still sound messed up for me (playing both the VJ + Muscle Champion files as I type this), so I dunno. Is there anyone aside from myself who encountered this issue with foobar, if I may ask?
by bnnm at 6:46 PM EDT on April 3, 2018
@ChillyBilly - I tested Winamp and foobar, VJ and various .pdt (Ex. VJ STAGE00.PCM gives 24 subsongs, Cubic Lode Runner clrgcstr.pdt 17).

Check the properties dialog, should say "METADATA_SOURCE: Capcom .PCM+SRE header" and "Hudson .PDT header". If it doesn't perhaps it's some plugin conflict? Or try to reupdate with other links.
by ChillyBilly at 11:03 PM EDT on April 3, 2018
So, the good news: VJ works for me now! I tried applying the update again and restarted foobar, and the files now play perfectly! The bad news: The PDT files still give me trouble. Just to be clear, the subsongs DO show up, it's just the playback that's the problem. I even tried playing them after splitting them with PDTExt, but it was still no good, sadly. I also checked the properties and it indeed shows "Hudson .PDT header" as the metadata source, so I have no idea what the heck is going on in my end, lol. Guess I'll try another player like I said before and see how that turns out. Still, thanks again for walking through this with me!
by Ultrafighter at 5:26 AM EDT on April 4, 2018
@Bnnm - "If only EALayer3 was so simple..."
I guess it means it does lots of tasks automatically and details of its work are mostly dev's secret? For example when I fed ealayer3.exe that 1st portion of MoH MP BGMs (not even specifying any additional keys in command line) and the tool managed to convert those to playable MP3s it actually analyzed input, probably selected some specific version of that EA MPEG variant (like v1 or v2S), possibly set some offset for successful decoding (I mean found actual stream start that's not necessarily 0x0) & output those *.mp3 files I'm talking about? This is how I understand it but it might be not entirely correct.
That 2nd batch of multiplayer tracks seems to be of ADPCM nature though, I can hear some music in resulting SNS+SNR if I set EA-XAS codec in snr-make.bms but no matter how many channels I set sound is pretty bad and plagued by static. I presume I should trim given assets (right now I'm only experimenting with untouched PYTHON_Music_*_Wave.res files which I renamed to *.sns) a bit for this BMS to work properly but finding that stream start is another thing entirely, it's going to be the hardest phase of the whole "campaign" I guess...
Or maybe this troublesome second pack of compositions can't be dealt with using such a method? I now realize that the first lot of tracks had this name mask: "PYTHON_Music_*_WaveDataSns_1.res" while the 2nd one uses "PYTHON_Music_*_Wave.res", I guess it means something?

And while I'm at it: is there any progress with State of emergency 2 MIB/MIH streams or EA audio archives / segmented BGMs with MGAV headers (Freekstyle & Supercross, not Supercross 2000 but "Supercross 2001", the one which has 5 S.AV files in MUSIC# folders)? I believe it won't ever hurt to ask although it's a very pleasant surprise too whenever a format is added to VGMstream and we get to know about it reading your changelogs for the latest plugin update (that STX container (?) from Kakuto chojin is a perfect example).

All the best!
by ChillyBilly at 12:20 AM EDT on April 7, 2018
Well, putting aside the PDT business for now, here's the data for Silpheed and Get Ride, as I promised earlier:

Get Ride Data

Silpheed Data

^Wasn't sure which files to include, so I just threw in everything but the sound folders (which were already posted). Hopefully, there's something helpful in those archives....


And on to new business, I've got a couple other requests! First up, I looked into Super Robot Taisen GC for the Gamecube. I extracted what I believe is the music archive, but... well, it's got me stumped once again, lol. Here's the data (and what I believe is the accompanying header info):

SRWGC wave.pak


Next up concerns a much more recent release. I'm interested in getting the music for the PC version of Attack on Titan 2, which comes in this "ktsl2stbin" archive. Being a Koei Tecmo game, I figured it might use the KVS/KOVS format, but... looking into a it a bit, it's apparently some sort of OGG variant. Anyways, I couldn't get anything playable from the darn thing, hence me posting about it here. And here's the archive in question:

Attack on Titan 2 BGM


That's all for now. Thanks again in advance for looking into these, bnnm and co.!
by Infernus Animositas at 2:40 AM EDT on April 7, 2018
@ChillyBilly

If you split the .ktsl2stbin by the "KOVS" header, vgmstream can play them back with looping data included :)

They're 4 channel 48000Hz OGG Vorbis.
by Anterag at 9:35 AM EDT on April 7, 2018
@Bnnm

Thank you so much for your script to extract The Simpsons Game PS3 *.MUS archives. It works perfectly!
by ChillyBilly at 1:19 AM EDT on April 8, 2018
@Infernus: Thanks for the tip! BTW, just to be clear, what method would you suggest for splitting the archive? I'm guessing either QuickBMS or Python? I'm admittedly inexperienced with the latter tool, so if you or anyone knows of an available BMS script, that would really help!


And my last request for the time being: I ripped the game Metronomicon for the PC, and the music comes in these ".eno" files. Now, I'm fairly confident that these are OGG containers, and I even found a BMS script that extracts them, but is it maybe possible to make the original ENO files playable? As always, here's the goods:

Metronomicon + BMS script

Thanks in advance again, guys!
by Ultrafighter at 2:28 AM EDT on April 8, 2018
Hi Bnnm, may I ask you for help with F.E.A.R. 2 for PC? I'd really appreciate it if you looked into this sound archive format and tried to understand it.
There's an extractor for it but I don't quite trust it since its output is always much smaller than input & all the audio in the game is supposed to be 16-bit PCM. I tested SNDs I upped with a TXTH & there seems to be an uninterrupted stream of SFX, BGM & VO with small clicks in between.
It all adds up to my reasoning not to use SNDExtractor.exe if there's a single workaround. That's why some alternative will be most welcome, be it a BMS or another tiny special tool.
Oh and I almost forgot to mention that OrangeC also thinks this utility misses at least one composition in a level-specific file, need I tell you more?

Thanks again for implementing Kakuto chojin STX files but quite a few of them still don't play. Those tracks (StageStream*.stx) should be mostly ambience anyway if memory serves. Selector & Theme_Intro must be BGM though, can we expect them to be added to plugin in the next update?
Even Crusher.stx refuses to be played back and this one's definitely music... Some other character themes aren't supported yet, I can post entire listing of unplayable ones if you like.
Edit: here it is:
Crusher
JD
Selector
StageStream00-StageStream14
Theme_Intro
Vittoria


Best regards!

edited 2:35 AM EDT April 8, 2018
by Infernus Animositas at 5:30 AM EDT on April 8, 2018
@ChillyBilly

I used VGMToolbox's Advanced Cutter/Offset Finder to split them.

Here's a screenshot of the settings I used
by bnnm at 5:38 AM EDT on April 8, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix correctly test.exe -L
- Fix 6ch EALayer3 in EA SCHl [Medal of Honor 2010 (PC)]
- Add .MS/VBX/SLB/OVB extensions
- Add .msb+msh sfx [EyeToy Play (PS2), Ace Combat 2 (PS2)]
- Fix Ubi Jade (.waa/wad/wad/wam) [Beyond Good & Evil (PS3), Rayman Rabbids (Wii/PS2)]
- Add Ubi LyN (.sns/son/wav) [Adventures of Tintin, From Dust (multi)]
- Add .rpgmvo Ogg [RPG Maker MV games]
- (dev) Cleanup

***

@Ultrafighter - Just saying .sns/snr are not easy to identify, so unless you know exactly how they look and write custom tools it'll be hard to extract those .res.
MGAV I'm having trouble to demux them.
State of Emergency 2 many files don't have the .MIH (header), so I'm not sure what could be done.
FEAR will check later.
STX I don't see anything wrong in the code, can you check if Ekzbox plays them? Maybe should be re-ripped or are just silent.

@ChillyBilly - After extraction SRWGC streams need a feature vgmstream doesn't support yet.
.eno will add.
Also I don't understand why one song in Caladrius Blaze plays funny, it's weird
by Anterag at 7:19 AM EDT on April 8, 2018
@Bnnm Your work is clearly unbelievable on vgmstream. I need to report something though. I renamed all the WAV files into LWAV for The Adventures of Tintin PC and all the files play perfectly on foobar2000 except two of them, which are called "Music~Fear~01~LP" and "Music~Fear~02~LP". Instead of being detected as Ogg Vorbis, they play as Nintendo Gamecube DSP 4-bit ADPCM. Could you fix this? Thank you.
Edit: same for PS3

edited 7:20 AM EDT April 8, 2018

edited 7:35 AM EDT April 8, 2018
by marcusss at 9:37 AM EDT on April 8, 2018
@ bnnm. Just pointing out the first few or so small mcadpcm files for [Switch] Skyrim don't work.
They start with 01 whereas the others that use 02 as identifier? work with the latest vgmstream



Cheers!

edited 9:52 AM EDT April 8, 2018
by Anterag at 11:54 AM EDT on April 8, 2018
Hi. Just want to inform that the OPUS files for Lego Marvel 2 Switch rip are unplayable.
by bnnm at 6:39 PM EDT on April 8, 2018
@Anterag - must rename to .lopus due to reasons. Tintin will fix.

@marcusss - Will fix, too.

@Ultrafighter - FEAR 2 bms + txth (global.snd has garbage at the end, it's normal the last file doesn't extract ok)

edited 6:46 PM EDT April 8, 2018
by marcusss at 1:51 AM EDT on April 9, 2018
@ bnnm : Thanks. Btw can you add the lineage 2 .ogg support to vgmstream from a long time ago as I tried to play but still not working though thought it was already added? The one with l2sd header..Somehow they still don't play..

Thanks

Mark

edited 1:55 AM EDT April 9, 2018
by bxaimc at 8:13 AM EDT on April 9, 2018
You’ll need to rename them to .logg
by marcusss at 8:18 AM EDT on April 9, 2018
@ bx Ahh thanks. So forcing it to use vgmstream instead of the regular ogg library helps it work hey.

You must be busy with everyone's updates so sorry we all gave you a lot to do. Lol
by Ultrafighter at 2:08 PM EDT on April 9, 2018
@Bnnm - Your BMS for F.E.A.R. 2 is truly good but there's always room for improvement, am I right? I believe this will help you make the script even better by adding a "extraction with initial filenames" feature. My archive contains 2 SNDs from FEAR 2: Reborn & SoundDB.gamedb from both main game & that DLC. Good luck with adding more functionality to your BMS, I hope you'll be more successful than author of SNDExtractor.exe!

About Kakuto chojin: I extracted all those unplayables with EkszBox-ABX v2.0 today & have just finished listening to WAVs created by that program. There's not a single silent track among them but a few StageStream# files have 2 stereo tracks within. All these StageStream*.stx aren't so important though, they're all ambiences as I presumed earlier.
Crusher, JD, Selector, Theme_Intro & Vittoria are BGMs so that having them (preferably all) playable would be very nice. Would you like me to upload aforementioned XBOX ADPCM streams for reference?
Oh and I almost forgot to comment on that "maybe (those unplayable STXs) should be re-ripped": actually most ambient streams sound kind of weird, it's like all the audio is in the left channel while the right one is mostly unused, almost silent. Possibly ambiences I'm talking about were originally mastered this way but still...

Returning to Medal of honor RES: Yep their structure is a mystery to me and I've got no clue to how such headers should look like, I simply found your older post in this thread related to converting / playing Battlefield: Bad company 2 PS3 set (3rd post there) and tried to take steps similar to the ones you suggested.
BTW all 9 remaining EALayer3 tracks from movies are playable now, thanks for this!

"MGAV I'm having trouble to demux them."
Do you mean it's hard to unpack / split / figure out that giant S.AV archive from Freekstyle or implement those smaller S.AV from Supercross (the ones that probably have a single song inside each file)? Well it's a major bummer if Freekstyle soundtrack is still inaccessible but Supercross tracks aren't such a big deal after all.

In regard to State of emergency 2: do you mean that MIBs which have some accompanying MIHs are already playable or can be demuxed & played back fine after that? This is how I understood this part of your reply: "many files don't have the .MIH (header), so I'm not sure what could be done (to them but not to the ones that have *.MIH companions?)".
As for other *.mib, the ones that don't have corresponding *.mih, well it's some worrying news to hear. I simply hope I won't have to UL entire ISO dump (except for vids or Music folder) for you to wade through its contents... If it's really so complicated then I guess we can deem this VG unrippable & just move on.

Till next time!

PS. Unfortunately the latest update for both players seems to break support for this rip and possibly some other plain AT9 tracks, can it be fixed?

edited 2:11 PM EDT April 9, 2018
by ChillyBilly at 10:17 PM EDT on April 9, 2018
@Infernus: Wow, thanks again! I've got the music now, all right! All that's left is for me to demux the movies and I'll have that sucker uploaded soon enough. Just wanna express my gratitude again! :D
by bxaimc at 12:42 AM EDT on April 11, 2018
@Ultrafighter: furrybob and bnnm made some fixes so AT9 should work correctly again in the next release.
by marcusss at 2:30 AM EDT on April 11, 2018
Thx. Bx

I have 1 more to upload later on. Strange. Game has movies with usm extension inside .pac files that are actually wmv.lol and game uses both xwb and hca for its bgm. I thought maybe 1 is used for med or high settings but the music seems different in both types of files.

Anyway will upload it later when I get home
FB2K Bug? Or What is it? by DarkEssid at 7:47 AM EDT on April 14, 2018
Hello, everyone.
I found something strange while using foobar2000. [+ vgmstream Component]
When playing back the 'Nintendo DSP 4-bit ADPCM' file that was previously in the playlist, Codec: Lossless is displayed in the Properties window.

However, in the newly added file, Codec: Lossy appears in the Properties window. Is it a bug?



edited 7:48 AM EDT April 14, 2018


edited 7:49 AM EDT April 14, 2018

edited 8:03 AM EDT April 14, 2018
by bnnm at 8:53 AM EDT on April 14, 2018
It said "lossless" before but I changed it to "lossy" since some people were confused by the wording.

I think foobar caches info properties, so old files may retain "lossless" for a while, don't worry.

(food for thought: wav/PCM16/flac files can be "lossy").
by DarkEssid at 9:34 AM EDT on April 14, 2018
@bnnm I was embarrassed by these changes,
Now I do not have to worry! Thank you! [TRANSLATE INTENSIFIES]
by bnnm at 4:07 AM EDT on April 15, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix ATRAC9 regression
- Fix wve/adm missing samples in last block
- Fix missing .rpgmvo/ovb extension
- Fix some .stx
- Fix some Ubi LyN
- Fix mono .mcadpcm
- Fix EA SWVR .stream (MGAV) [Freekstyle (PS2/GC), NASCAR Rumble (PS)]
- Add .eno Ogg [Metronomicon (PC)]
- Add .smc+smh [Wangan Midnight (System 246)]
- Add artificial format TXTP (.txtp)

***

TXTP is the latest gimmick I just made up. It's mini-playlist file for various purposes:

- Play separate intro + loop together as a single track
"bgm01.txtp"
#Ratchet & Clank (PS2)
BGM01_BEGIN.VAG
BGM01_LOOPED.VAG

# multi-files must define loops
loop_start_segment = 2 # 2nd file start
loop_end_segment = 2 # optional, default is last

#channel number must be equal, mixing sample rates is ok (uses first)


- Minifiles for formats without splitters (like good ol' .minipsf)
"bgm_12.txtp"
#Super Robot Taisen OG Saga - Masou Kishin III - Pride of Justice (Vita)
bigfiles/bgm.sxd2#12 #relative paths are ok too

# single files loop normally by default
# if defined it forces a full loop (0..num_samples)
#loop_start_segment = 1


- Play segmented subsongs as one
"song_01.txtp"
#Prince of Persia Sands of Time
# ranges with ~ to avoid so much C&P
amb_fx.sb0#254
amb_fx.sb0#122~144
amb_fx.sb0#121 #notice "#" works as config or comment

loop_start_segment = 3 #3rd segment = subsong 123, not 3rd subsong


- Channel mask for channel subsongs/layers
"music_Home_01.ps3.txtp"
#Final Fantasy XIII-2
#plays channels 1 and 2 = 1st subsong
music_Home.ps3.scd#c1,2

"music_Home_02.ps3.txtp"
#plays channels 3 and 4 = 2nd subsong
music_Home.ps3.scd#c3,4

# still 4 channels, just mutes some


- To simplify, if the .txtp is empty (0 bytes) its filename is used directly:
"bgm.sxd2#12.txtp"
"Okami - Ryoshima Coast 1 & 2.aix#c1,2.txtp"

by marcusss at 4:37 AM EDT on April 15, 2018
@ bnnm : Awesome update. Great to know this fixes all those annoying songs that also have 1 sec or so of an intro. I lost track of how many did this.

Thanks
by Knurek at 4:38 AM EDT on April 15, 2018
@bnnm: Amazing work, I wish we had something like this back when we were ripping all the stuff...
by Ultrafighter at 4:49 AM EDT on April 15, 2018
Hi guys, I'm wondering if I'm the only one who can't even install the latest ver. of plugin for FB... This player doesn't even start up after my normal installation procedure, it reports "internal error - one or more of the installed components has been damaged" and closes afterwards.
I found out there was an update a few days ago and that's when I started getting trouble. I think the root of the problem lies within foo_input_vgmstream.dll itself.
Can you please check if there's really an issue here or it is something on my end? Oh and I've just tried out even newer version, today's release, and the bug (?) persists.

@Bnnm - yesterday I've finally unpacked all the SNDs with your BMS and surely there's quite an abundance of super-small streams (?!) which don't even add to playlist (typically 208 Bytes or less). They're not what I'm actually worried about, I can believe that devs might use thousands of placeholders & such but there's also a dozen or two of bigger files which might be SFX & even short BGM pieces (from 64 KB to 2 MB) and they seemingly can't be processed using .snd.txth too. Can it be snd.bms that's acting up, TXTH that can't be used with select split SNDs or another source of troubles entirely?
Well if your snd.bms is complete & final (plus there's currently no way to implement filenames from any SoundDB.gamedb file) then I guess I can always try asking @XeNTaX, I can wait a bit for any better solution to use for initial extraction.

Later!
by AnonRunzes at 10:59 AM EDT on April 15, 2018
>TXTP
that is exactly what i wanted. thank you bnnm for this amazing update, and i mean it.

---

in any case, i have some samples to post here.
IECS_samples.7z
SSxx_samples.7z

that's right, PS2 sound banks. hopefully they get to be supported on vgmstream someday...

edited 12:51 PM EDT April 15, 2018
by kode54 at 7:13 PM EDT on April 15, 2018
Okami - Ryoshima Coast 1 & 2.aix#c1,2.txtp

^ Is technically impossible in Windows, due to the comma in the filename.
by Knurek at 12:36 AM EDT on April 16, 2018
@kode54: Comma is allowed, colon isn't.
by marcusss at 12:10 PM EDT on April 16, 2018
Hi guys. Is there any way to decode bink 2 vided as I want to get the audio from 1 video and ffmpeg doesn't support it (i.e. I get an I/O error when I try) but some have said it should work??


Edit

Sorry, perhaps there is no audio un the large "credits.bk2" and that is why nothing happens in vgmtb but audio is ripped from logo.bk2.




Cheers

edited 12:10 PM EDT April 16, 2018

edited 8:08 PM EDT April 16, 2018
by kode54 at 8:31 PM EDT on April 16, 2018
If it's anything like Borderlands, that game had a really long credits roll, but just played the same looping Ogg Vorbis clip throughout it.
by marcusss at 1:53 AM EDT on April 17, 2018
Thanks for the rply. I think it was the same in this case as well.
by ChillyBilly at 11:44 PM EDT on April 19, 2018
Hello again ~

Got a couple new issues if that's no... er, issue: First up, I looked into the PC version of Ys VIII. The music comes in OGG files, but I think they're encrypted or something because they don't play for me, and lack proper headers (pretty much like those Contra files I posted a while back).

The second rip giving me issues is Mahou Tsukai Kurohime for the PS2. At first I thought the music came in ADX files since it was contained in an AFS archive, but it looks like that's not the case.... instead I got a bunch of .bin files. I guess these need the GENH/TXTH treatment? Just in case, I also upped the IRX files, if that helps. Thanks in advance if you can help me with these, guys!
by Knurek at 12:41 AM EDT on April 20, 2018
@ChillyBilly: Kurohime looks like PS ADPCM in Hex editor (look at the 0x01 bytes while scrolling through the file) and plays in VGMStream if you rename them to .MIB.

edited 12:41 AM EDT April 20, 2018
by ChillyBilly at 10:09 AM EDT on April 20, 2018
^Thanks for the advice, Knurek! I'll be sure to post an updated Kurohime rip later with all the SFX/voices removed.
by Ultrafighter at 5:40 PM EDT on April 21, 2018
Hi Bnnm, I've got a bug (?) report + 1 implementation request here.
First of all I've just noticed that these tracks from Mafia 2 set don't work in VGMstream but apparently fsbext.exe can extract working MP3s out of these FSB containers. I included both just in case.

Also can a TXTH for interleaved raw AT3 files be created? Like for the ones with 8 stereo layers inside & 0x6000 interleave? This should be the case with Full auto 2 (PS3). Here you can find a pair of samples.
If not I'd really appreciate some assistance with correctly setting up this script for deinterleaving purposes. If we succeed in proper deinterleaving these *.yuk bigfiles then making a *.txth for multiple 2ch ATRAC3 streams should be quite easy... I guess?

Goodbye!

edited 5:45 PM EDT April 21, 2018
by bnnm at 4:10 AM EDT on April 22, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add HCA key
- Add FSB key
- Add .ad extension
- Fix some Switch .bfwav interleave/panning
- Fix some .MSA
- Fix Naomi .adpcm num_samples and checks
- Fix some .SNU sample rate [Dead Space 2 (PC)]
- Fix some EALayer3 skips [Need For Speed Rivals (PS4)]
- Add .sps in Frostbite(?) containers [Need For Speed Rivals (PS4)]
- Add encrypted .ogg from Ys VIII (PC)
- Add "-" channel mask separator in TXTP for some shells
- Add PPST .sng [Parappa the Rapper (PSP)]
- Add .at9 opus [Penny-Punching Princess (Switch)]
- Add Capcom multistream Opus [RE: Revelations (Switch)]
- (dev) Clean NWA meta and get_realname
- (dev) streamfile tweaks
- (dev) dsp meta cleanup
- (dev) Opus meta cleanup
- Add SNDS support for The Incredibles (PS2) (by bxaimc)
- Add CVS support and RRP XA2 fixes (by bxaimc)

***

@Ultrafighter - FSB I'll fix. YUK I guess INTSIZE 0x6000, LAYERS 8, and txth
by AnonRunzes at 9:18 AM EDT on April 22, 2018
in the meantime, i decided to write a script that uses 2 mono VAG streams(usually separate L/R streams) so they can be converted into a stereo VIG file(as per vgmstream specs) for playback.

vag2vig.bms

to be honest i never really considered writing this one as transmogrifying two files into one could be quite hypocritical coming from me who wants to keep a lot of files as-is... use it for personal use only.
by Ultrafighter at 11:05 AM EDT on April 22, 2018
@Bnnm - Thanks for TXTH, it works with test headerless layers demuxed with older BMS although last 1.5 or 2 seconds are messed up. It looks like it has something to do with deinterleaving itself, not header specs though.
I'm wondering if you deinterleaved the samples with newer script; for some reason it refuses to output anything even with this option:
set SPLIT_LAST_BLOCK 1
which is enabled by default BTW.
Maybe I should set some additional key for QuickBMS to force the program to split input anyway even if there's (presumably) an error? I tried both "-." & "-e" but result is always the same, not a single individual layer is written to disc.

@AnonRunzes - hello, can you tell me if you've completed your Rage X360 rip or not? If yes then I'll be truly glad to get a copy because it simply has to use the highest quality available... I suppose? It has to be VBR XMA, am I right? And its bitrate is way higher than that of MP3s from PS3 ver., correct?

Later!
by AnonRunzes at 12:02 PM EDT on April 22, 2018
@Ultrafighter
>hello, can you tell me if you've completed your Rage X360 rip or not? If yes then I'll be truly glad to get a copy because it simply has to use the highest quality available... I suppose?
i don't have it anymore. as i used to fill up my diskspace with PS3/X360 games that contained the "id Tech 5" meme technology, it was time to make space for other stuff. i also planned to rip all the "music" available from Brink(2011) but unfortunately that eventually fell out as well.

what's even funnier is that when i did manage to listen to a few music compositions the game has to offer i was instantly put off by how mediocre it actually was, which kinda discouraged me for doing it.

>It has to be VBR XMA, am I right?
XMA's encoding method is actually based on CBR, which means that the whole "the higher the bitrate the slower the blocksize" mentality is in play with this codec. i'd be surprised if anyone mentioned at least one game who uses an audio codec that actually used some kind of VBR encoding method in at least one of its files.

>And its bitrate is way higher than that of MP3s from PS3 ver., correct?
i remember the bitrate used for the XMA files being around 152kbps or something. nothing too comparable with the 160kbps bit rate you see with the MP3 files that were used in the game. although the audio quality is indeed "higher" on the XBOX360 version than the audio quality of the PS3 version, and only because it didn't restrict itself to the usual "lossy codec" frequency cutoffs if you pass all the decoded XMA->WAV files (through vgmstream that is) to a spectrogram tool by the likes of spek.

also, here's my "deinterleave" script(again) just in case:
deinterleave.bms
alpha23 somehow managed to make his script into a broken mess, which is funny since his other scripts are actually functional... most of the time anyway.

edited 12:04 PM EDT April 22, 2018
by Ultrafighter at 7:13 AM EDT on April 23, 2018
@AnonRunzes
>all the "music" from Brink (2011)
I'd also say it had very little actual music but mostly loads of atmospheric ambient BGM, sometimes mixed with SFX (loading screens I guess). And additionally I didn't quite like that there're dozens of super-short loops even in OrangeC's rip, maybe those small cues weren't supposed to loop in the first place though.
All in all it might be a nice score that works perfectly in game but still I'm sure that Bob & Barn could do much better.

>when i did manage to listen to a few music compositions the game has to offer i was instantly put off by how mediocre it actually was
I believe it can really be a cause to stop ripping some VG soundtrack, I actually agree with the point that both Rednote's & Abernethy's music is nothing too special and definitely not a pinnacle of VGM. But keeping all this in mind I'd still say that I absolutely love Eat lead - The return of Matt Hazard & especially Wheelman scores; Rage along with Alpha protocol are quite good too. Oh and I almost forgot Dead head Fred!
And the last thing that's quite important: I'll always be the 1st man to say/prove that theirs/his Earth defense force - Insect Armageddon and especially BlackSite - Area 51 soundtracks are boring as hell. Everyone has his highs & lows I presume.

As for ripping Rage for X360: I'll probably do it myself one day. I hope it doesn't use that nasty "headers are kept separate from streams" routine? Even if it does I expect respective script made for PC port to work with pairs of headerless/header files.

Big thanks for deinterleave.bms, I'm sure it works way better than old version of Alpha23's script I had to use earlier.
Alas, that issue with the last 1-2 seconds of each layer remains but I don't think it has something to do with your code. It sounds like mash-up of all the layers at once during those last seconds & it's almost unnoticeable in a few layers but utterly apparent in others. I'll have to think about what can be done about it.

Good day!
PS. And if it's not too much to ask: are you AnonBaiter from ZenHAX forum?

edited 7:17 AM EDT April 23, 2018
by AnonRunzes at 11:20 AM EDT on April 23, 2018
@Ultrafighter
>And if it's not too much to ask: are you AnonBaiter from ZenHAX forum?
yes

---

in other news, i have written another script that has the same purpose as vag2vig.bms.
vag2vpk.bms

again, it's for personal use only.

---

o yea, and while i'm at it i might as well post another sample here for anyone considering "adding" support to unknown formats into vgmstream.

without further ado, here it is...
SCEE_VAG.7z

edited 9:37 AM EDT April 24, 2018
by Ultrafighter at 12:50 PM EDT on April 27, 2018
Hello Bnnm, I'm back with a few issues to report and I hope you'll find time to look into them. All the samples are in a single package this time.

First of all I've just found out that all EAM files with Little Endian 16-bit PCM codec from Need for speed 3 Hot pursuit (PC) are unplayable but one tiny tool I had to redownload plays them all fine. You can scan those *.eam & play found segments one by one or extract them with a specific BMS (split by "SCHl" string) then add 'em to playlist, it should work either way.
I guess fixing playback of this old EA format isn't extremely hard but I still included the program I was talking about just in case (and for reference of course). I've not used it for many years now but I figured out how to toggle playlist or where to look for important buttons very quickly. I believe you'll get used to it rather quick too (if you'll have to use that player in the 1st place).

The 2nd title I'm having some troubles with is named Far cry: Instincts - Evolution (Xbox exclusive VG). There're 2 *.SS2 files in sounds_xb folder and both play perfectly with a TXTH I made but there's the 3rd one, a real troublemaker: it sounds alright up until
0:42 & from 3:18 till the end (3 minutes 59 seconds). The middle part which seriously concerns me is just static. I tried a few different types of IMA (both 1ch/2ch) but the nasty midst still sounds like audio garbage.
Maybe initial file can be split somehow? Despite the name this naughty SS2 file isn't supposed to be a container for multiple tracks, it's titled M_MenuMusic.SS2 after all and is quite small to contain more than 1 composition (keeping in mind its ADPCM nature).
And just in case you're wondering: there're only *.SS2 files in sounds_xb directory, not a single *.SP0 or *.SP# or something; oh and dsstdfx.bin is placed there but I don't think this is what we need...

And finally can you please check if *.yuk from Full auto 2 (PS3) deinterleave fine? I originally listened to them with 44 KHz & those short glitches in the end are more noticeable that way.
BTW did you set 48 KHz in your TXTH because there's some hint at such sample rate in YUK bigfiles or choose it simply because it's one of the most common values for frequency in modern games? Having compared select deinterleaved layers to some Full auto 1 tracks (FA2 reuses quite a few compositions from the first installment) I decided that 48 KHz is much more likely value but I'd still like to hear your thoughts about it.
And the final consideration of mine: probably I'm making up this whole problem, I force myself to think that ending blocks might be split incorrectly or Full auto's sequel requires some distinct variation of deinterleave.bms but these last seconds of most layers (a few layers end with a second or two of silence so that there's no "mash-up of all the layers at once" there) can be interpreted as kind of a transition to the next layer! Isn't it a fine theory?

Bye!

Last second edit: Apparently I've just found another solution for YUKs from Full auto, I'll see if it works better.

edited 12:42 PM EDT April 28, 2018
by bnnm at 5:07 AM EDT on April 30, 2018
- Add ADX key
- Fix half interleave IDSPs [Taiko no Tatsujin 3 (WiiU)]
- Fix some EA SCHl [Need for Speed 3 (PC)]
- Add .trj/trm extensions [Need for Speed 3 (PS)]
- Add (wip) Ubi .pk support [Just Dance (Wii)]
- Add switch_audio [Gal Gun 2 (Switch)]
- (dev) clean mib
- foobar: Add simple channel downmixer to play >8ch files
- Add .KNS for KTSS meta [Atelier Lydie & Suelle (Switch)] (by bxaimc)

***

@Ultrafighter - .yuk I think last interleave is smaller (ex. 0x6000 but last maybe 0x2700), perhaps AnonRunzes's bms could try to autodetect. 48KHz I just guessed.
SS2 layers are padded and can't play as one (ex. try start_offset = 0x228800 for layer 2). Ubi SSx *need* .SBx/SMx so they must be somewhere or inside other file.
by Ultrafighter at 7:27 AM EDT on May 1, 2018
@Bnnm - About Full auto: yes author of the tool I used explains structure of those YUK interleaved tracks in this thread. I tested his program & all seems to be fine, at least there're no glitches in ends of layers anymore.

In regard to Far cry: can *.SBx/*.SMx hide among these datafiles? I unpacked DVDsound.dat+DVDsound.fat from root folder with this script and got multitude of nameless files, only the biggest one had BGM inside.
Or maybe I'd better post original DAT big file along with FAT index one? Both are relatively small anyway.

Goodbye!

PS. I'm wondering if Freekstyle PS2 *.stream are headerless and you had to guess sample rate too... I got your rip and am sure that more than a half ingame tracks play way too fast. Frequency should have been 22,050 Hz but definitely not 24KHz.
Remember me talking about sort of an OST for Freekstyle? I implied this release; I compared compositions from that disc to counterparts from gamerip & figured out that ripped tracks were significantly sped up. Shouldn't the former be considered an official version?
So can those select streams be fixed or will such a change automatically apply to remaining files? In the meantime I'll try to check if other BGMs are supposed to sound @24,000 Hz as well.
Till next time!

edited 7:45 AM EDT May 1, 2018
by bnnm at 3:30 PM EDT on May 3, 2018
@Ultrafighter - those small files are the .sb2, but post the originals too otherwise it's really hard to add support. Freekstyle I'll fix.
by simonmkwii at 4:38 AM EDT on May 4, 2018
@bnnm - How are you going to deal with Fast RMX's headerless opus?
I searched through the filesystem for headers, but came back empty-handed.
by bxaimc at 8:18 AM EDT on May 4, 2018
It had headers though, also should be able an easy fix according to him.
by Ultrafighter at 9:05 AM EDT on May 4, 2018
Hi Bnnm, I've got new samples right here: there's DVDsound.dat + DVDsound.fat from Far cry: Instincts - Evolution, 2 more SS2 files from that game in case you need them & some demuxed audio from EA VP6 vids.
The latter come from Need for speed: Undercover for PC, they should be a mixture of both 2ch & 5.1 EALayer3 tracks I guess. It'd be good to have them playable one day but obviously I don't ask for any ETA.

Have a nice day!

PS. "Freekstyle I'll fix"
Does it mean that all the BGMs in PS2 set will be played back @22,050 Hz? Maybe such a change can be applied to a few select tracks?
And are GC files supposed to be unplayable ATM? I could only play both movies but not a single ingame track from Gamecube rip.

edited 9:12 AM EDT May 4, 2018
by bnnm at 7:34 PM EDT on May 5, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add TXTP "mode = layers" for multilayered songs
- Add .xwb DSP hack [Stardew Valley (Switch)]
- Add .opus variation [Fast RMX (Switch)]
- Fix some EA SWVR [Freekstyle (PS2/GC)]
- Winamp: Improve channel downmixer

***

TXTP "layers" play songs with channels/parts divided into files as one

Nier Automata - BGM_0_012_song2.txtp
# mix dynamic sections (2ch * 2)
BGM_0_012_04.wem
BGM_0_012_07.wem

mode = layers


Life is Strange - BIK_E1_6A_DialEnd.txtp
# bik multichannel isn't autodetectable so mix manually (1ch * 3)
BIK_E1_6A_DialEnd_00000000.audio.multi.bik#1
BIK_E1_6A_DialEnd_00000000.audio.multi.bik#2
BIK_E1_6A_DialEnd_00000000.audio.multi.bik#3

mode = layers


Note that some loop options may work erratically with this feature ATM.

***

@Ultrafighter - I changed it to 22khz. Which tracks are supposed to be 24khz?
by AnonRunzes at 7:39 PM EDT on May 5, 2018
have you taken a look into my VAG samples i just posted a while back?
by Knurek at 12:46 AM EDT on May 6, 2018
@bnnm: neither in_vgmstream nor foo_vgmstream want to play Fast RMX files (no matter if I rename them to lopus or not)
Does it need additional .txth definitions?
by simonmkwii at 1:34 AM EDT on May 6, 2018
Yeah, Fast RMX opuses don't play.
by marcusss at 7:52 AM EDT on May 6, 2018
Hi bnnm, I tried txtp but no luck so far..


So if..

Song001a.ogg is intro
Song002b.ogg is body with loop

Then simply create a txtp such as Song001.txtp and inside there has to be the lines

# blah blah by marcusss
Song001.txtp

# mix dynamic sections (2ch * 2)
Song001a.ogg
Song001b.ogg

mode = layers

So you would play the .ogg such as Song001a.ogg and it will play Song001b immediately after or the txtp file? Stupid Q but so far no luck either way while using the latest foobar release. My foobar updated today.

Thx
by simonmkwii at 8:22 AM EDT on May 6, 2018
Fast RMX still doesn't play, I tried every single version of the plugin in each different player.
by bnnm at 8:49 AM EDT on May 6, 2018
forgot .lopus, should be updated soon.

@AnonRunzes - try txth

@marcusss:
- join "segments" (intro+body):
#files must have same number of channels
Song001_intro.ogg
Song001_body.ogg
loop_start_segment = 2



- join "layers" (ex. main+vocals):
#files must have same number of samples
Song001_main.ogg
Song001_vocals.ogg
mode = layers


So you want the first one.


edited 8:51 AM EDT May 6, 2018
by AnonRunzes at 9:20 AM EDT on May 6, 2018
ok, i'll try that one for now. thanks.
by Ultrafighter at 1:57 PM EDT on May 6, 2018
>I changed it to 22khz. Which tracks are supposed to be 24khz?
I'm sorry for any misunderstanding, there was probably a typo in my earlier post, I only meant to say that 7 BGMs (namely AV~ALL_3596__Music.stream, then #3597, 3598, 3599, 3600, 3601 & 3602) should definitely sound @22,050 Hz but I didn't know for sure if remaining ingame tracks must be played back @22 KHz too. It's OK in my book if they are all played @22,050 Hz now.

And on an unrelated note, do you think it's possible to play headerless interleaved XMA1 data (3 stereo layers per file) using some special TXTH or TXTP? I'm reripping a very old X360 title and obviously want to avoid any unnecessary transmogrification.
The last time this game was ripped those multi-layered tracks were rebuilt to multiple 2ch XMAs with XMA_Parse.exe and a ToWAV-compatible header was added with a respective BMS. You see this isn't the way nowadays and I'd like to make my rerip as proper & final as it can get.
So may I know if such files are potentially playable or you need samples to give answer? They should use 0x8000 blocksize (default for XMA_Parse.exe) & start offsets 0x0, 0x800 & 0x1000 for layers #1, 2 & 3. The game in question is Full auto.

Best regards!

Edit (update on Freekstyle sample rate issue): I found 2 tracks by Don Veca on YouTube and can now confirm that they (AV~ALL_3604__Music.stream & FEND~FE4_0375__Music.stream to be precise) should be played with 22,050 Hz.
I also checked out that single licensed song by Dry cell and am sure that 22 KHz is correct frequency value for the track.

edited 12:15 PM EDT May 7, 2018
by bnnm at 4:26 PM EDT on May 8, 2018
If it's normal XMA1 (and probably is), you can make a 6ch GENH/TXTH and should play, XMA multichannel internally uses layers.

If the layers are actually custom you could deinterleave, make 3 GENH/TXTH then another TXTP to join all 3.
by Ultrafighter at 9:08 AM EDT on May 9, 2018
Hello man, thanks for advice and another enormous THNX for TXTP! It gives us endless possibilities to mix a few files into a single track quickly + easily, make pseudo-compositions out of multiple segments (it doesn't matter if each audio chunk is a separate file or not) and of course play only select channels when it really matters (for example to isolate theater or club ambience from actual music in Manhunt 2 with its 7ch or 14ch (!) BGMs).
I know it'll save us much time in future and won't even take up any additional HDD space (I mean it's no longer needed to combine a few streams into 1 track by hand and probably save it as PCM), hooray! This neat TXTP thingy is literally priceless!

As for FA1: I experimented with initial bigfiles a bit and couldn't make 'em play as 6ch XMA so that I used XMA_Parse again. This time I wanted to play those deinterleaved layers as 2ch XMA1 with a TXTH but for some reason I'm not able to play complete track, only a half or 2/3 of it. BTW I was getting lots of similar bugs (?) when I was trying to make TXTHs for *.SoundNodeWave containers from Gears of war: Judgment.
So can you please advise me once more? Is it my *.txth that's supposed to be faulty or can it be some issue with playback of that specific codec via GENH/TXTH?
I'm also posting samples if you need them: both originals & deinterleaved ones, then XMAs with RIFF headers (Alpha's BMS again) for reference + batch file with my settings for xma_test.exe. I'll be truly grateful if you look into them.

Best wishes!
by marcusss at 12:10 PM EDT on May 10, 2018
@bnnm. This is Juiced 2 I mentioned a while back. It is 1 large wma file used for the bgm... like Juiced 1. I included the main wma file and some files that seem to contain the headers for the tracks embedded.

Juiced 2 PC

Can you take a look at it ?

Thx

Also this game is for PS3. Not sure of audio format. Can you take a look also? I ripped the PC version and the PS3 seems to be of higher? quality..

Hitogata Happa

Cheers!!



edited 12:08 PM EDT May 11, 2018

edited 12:08 PM EDT May 11, 2018

edited 12:09 PM EDT May 11, 2018
by simonmkwii at 12:55 PM EDT on May 11, 2018
The latest version somehow completely screwed up DSP interleave.
For some weird reason I kinda don't want it fixed, the results are hilarious!
by bnnm at 6:05 PM EDT on May 12, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Fix TXTH XMA multichannel and num_samples
- Add .rxx extension
- Add tri-Ace .aac Vita [Judas Code (Vita)]

***

@Ultrafighter - txth XMA should work now, but decode is buggy due to FFmpeg, will try to fix later.
xma_test/parse was made to transmogrify standard XMAs, don't use if you want original data.

@marcusss - couldn't figure out how Juiced works. Hitogata Happa try rename to something + txth

@simonmkwii - works for me
A non-working song in smashbros wiiu by threeblacknoises at 8:04 PM EDT on May 12, 2018
Okay, I have the latest vgmstream build, and the file snd_bgm_CRS12_Simple_Result_Final doesn't work at all even though the rest of the set works just fine.
Vgmstream won't even give me an info box for it if that helps at all.
This problem has existed for a while, but I thought it might have just been a problem with vgmstream; and it might still be...
by Ultrafighter at 5:50 AM EDT on May 13, 2018
Thanks for looking into those FA1 examples files Bnnm, it's much appreciated! I think I'll wait a bit for that FFmpeg fix then start testing all the RXX tracks from the game, is it OK or should I start looking for any possible bugs right now?

Also is it possible to add ranges of channels, not subsongs to TXTP to avoid so much C&P? I've just finished making such custom playlists for Rock band 2 and they look like this:

System of a down – Chop suey (main).txtp
chopsuey.mogg#c1,2,3,4,5,6,7,8,9

System of a down – Chop suey (vocals).txtp
chopsuey.mogg#c10,11,12,13,14,15

The offspring – Come out and play (Keep 'em separated) (main).txtp
comeoutandplay.mogg#c1,2,3,4,5,6,7,8,9,12,13

The offspring – Come out and play (Keep 'em separated) (vocals).txtp
comeoutandplay.mogg#c10,11,14,15

I guess it'd be much more convenient if folks were able to simply type chopsuey.mogg#c1~9 & comeoutandplay.mogg#c1~9,12~13 in such cases and get their (mostly) instrumental versions of songs. Just my thoughts.

Best wishes!
by bnnm at 2:30 PM EDT on May 21, 2018
latest vgmstream changes (autobuilds (MSVC) / foobar / test+winamp+xmplay (GCC) / bug list)
- Add .gwm Ogg [Adagio Cloudburst (PC)]
- Add HCA key
- Fix nus3bank with varying header [Super Smash Bros (Wii U)]
- Extra validations for Wwise/Jade
- Add channel count multiplier for KNS/KTSS in Hyrule Warriors (Switch) (by bxaimc)
- Add PSI file reading in Opus for loops in BlazBlue: Cross Tag Battle (Switch) (by bxaimc)
- SADF DSP for sfx from Xenoblade Chronicles 2 (Switch) (by bxaimc)

***

@Ultrafighter - ranges are no fun to program and it isn't too bad right now, don't think I will add ATM.
by ChillyBilly at 11:00 PM EDT on May 23, 2018
It's been a while, but I'm back with more inquiries:

GC

Captain Tsubasa: Ougon Sedai no Chousen (Wasn't sure how to split these .pac archives. Still, I believe they contain DSP files)

PS3

Scott Pilgrim vs. the World: The Game (I think I posted about this game before, but this time I posted ALL the relevant audio (900+ PK/SPK files!). I actually discovered that some of them DO play for me, and they seem to be AT3 containers. But I guess the big question here is: Is it possible to make all of the audio (particularly the music) playable?)

SEGA Rally Online Arcade (Wasn't sure how to split/play this one, either)


Thanks in advance again to anyone who can help!
by Nicknine at 1:52 PM EDT on May 24, 2018
Could you add support for .xss files from Spider-Man: The Movie (Xbox)? They have RIFF header and use XBOX IMA encoding.

Sample
by ChillyBilly at 12:05 AM EDT on May 25, 2018
Got one more archive I'd like to request help with:

VM Japan (PS2)

^Basically, I want to extract me that Falcom goodness, heh. Again, any assistance is appreciated!

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