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by SmartOne at 2:51 AM EDT on September 5, 2009
Using vgmstream r680, when I play a WAA file from Beyond Good and Evil, it seems to play fine at first, but when I play another track using vgmstream, it simply pops and ends. A whole playlist of them does this in succession.
by hcs at 4:43 AM EDT on September 5, 2009
Can you name a specific file that does this (both the original WAA and the "another track")? Does this happen if you drag one file, then the other, onto Winamp, without having played any other tracks first, or is something more complex required? I tried here with r680 and was unable to spot any failure.
And maybe pick up a newer build and see if it's still an issue.

edited 4:43 AM EDT September 5, 2009
by jurassicPieter at 11:32 AM EDT on September 5, 2009
Could be that your memory is full and there's not enough memory to create the directsound buffer which happened with me. But it's not specifically for waa/wac/wam
by manakoAT at 2:05 PM EDT on September 5, 2009
I made a workaround on the Beyond Good & Evil meta, not that it wasn't ok, but it was a mess... i have no problems with the playback either!

i had a similar problem with winamp a while ago, i just installed a clean copy and it worked.
by SmartOne at 2:17 PM EDT on September 5, 2009
This only happens in XMPlay with the Beyond Good and Evil files, as far as I know. The files always play normally in Winamp. Other file types I've tried in XMPlay work like they always have. The BGE files used to play perfectly in XMPlay, so something must have changed.

Memory doesn't seem to be the issue. I use the files from the BGE "00_Home" folder to test.

Tried r690 in XMPlay. Same issue. It seems to happen after playing a WAM file, actually.

edited 3:34 PM EDT September 5, 2009
by arbingordon at 3:47 PM EDT on September 5, 2009
vgmstream is a winamp plugin
as such, it works in winamp
by SmartOne at 4:50 PM EDT on September 5, 2009
XMPlay is vastly superior, no matter how reluctant everyone is to switch. But don't confuse the issue.

The plugin used to work perfectly in XMPlay. Now only a certain format supported by the plugin has problems.

All formats used to play perfectly in XMPlay. As such, vgmstream should work with XMPlay.
by Elven Spellmaker at 8:43 PM EDT on September 5, 2009
XMPlay is vastly superior, no matter how reluctant everyone is to switch. But don't confuse the issue.

I've only just converted to Winamp in the last year, I don't want to have to convert again lol.

Plus I have too many Winamp only plugins. (I dunno, can XMPlay use Winamp plugins, and does it look the same?)

edited 8:43 PM EDT September 5, 2009
by hcs at 11:36 PM EDT on September 5, 2009
SmartOne: If you can take the trouble, could you please go back a few versions and try to find which apparently broke .waa/.wam? If we can narrow it down to a range I can start looking for what caused the issue.

Everyone else: I'd appreciate if the XMPlay/Winamp crap ceased.
by SmartOne at 1:09 AM EDT on September 6, 2009
Sure, I'll take a look.

r489 and r510 glitch differently, if that helps at all. Instead of all W** files cutting out after some number of plays, in these old revisions playback recovers after skipping a few files.

It's possible that by chance I never encountered the glitch, and these files never played perfectly.

Found another glitch. We Love Katamari, 117 King of King's Song.MIB skips in r690 but not in r450.

edited 3:05 AM EDT September 6, 2009
by hcs at 3:37 AM EDT on September 6, 2009
XMPlay is crashing all over the place when I try switching quickly between tracks, in any historical version. I did manage to get the skipping behavior once with 690 but I'm doubtful that this ever worked perfectly.
As the crashes are all in xmplay.exe itself and not in the plugin I'm going to place the blame on XMPlay. If there was source available I could look into it. No idea why this would apparently affect particularly WAA/WAM files, if as you say everything else works, but it may be that you just don't notice it (and if you didn't notice this instability I can see how that would happen).

edited 3:51 AM EDT September 6, 2009

I've pointed out the We Love Katamari issue to Fast, there was a recent update to MIB that might have been responsible.

edited 3:53 AM EDT September 6, 2009

manakoAT noticed a bug in WAA that's been around since the beginning (also a similar one in .wsd), maybe give r694 a try and see if it clears things up. The trouble involved a file handle leak.

edited 4:12 AM EDT September 6, 2009
by SmartOne at 3:32 PM EDT on September 6, 2009
XMPlay itself is crashing? I haven't had that problem with version 3.4.2.93.

r694 exhibits the same behavior. Actually, the W** files seem worse; they don't play at all (the popping and skipping starts right away.)

edited 4:05 PM EDT September 6, 2009
by Vuze at 2:45 AM EDT on September 14, 2009
Hey guys,
great work you all are doing :)
But I have a little request:
would it be possible to add Monster Hunter 3 (Wii) .ssd files?
I uploaded an example here: http://www.mediafire.com/download.php?jitmkxtlwd2

kind regards
by manakoAT at 2:47 AM EDT on September 14, 2009
Monster Hunter 3, already in progress :)
by VixyNyan at 2:01 PM EDT on September 14, 2009
Thank you so much for making so many format playable. I'm so happy I could finally hear '37 Mirai he Tsuzuku Kaze.ahx' from ZX Advent. ^^

Um, are you working on making .swar playable and/or is someone helping you with making it happen? I have a few rips already that include .swar files. o.o;
by bxaimc at 3:15 PM EDT on September 14, 2009
.swar? plez upload a few files :)
by VixyNyan at 3:35 PM EDT on September 14, 2009
http://lol.rockmanpm.com/2SF/WIP/
The .swar files are in the Gyakuten Kenji pack.

The file I'm most curious about is the .swar that's 6 MB big. ^^
by bxaimc at 6:18 PM EDT on September 14, 2009
Yep, I was right. Sorry but these are sound banks for the sequences :(
by VixyNyan at 6:24 PM EDT on September 14, 2009
I'll get rid of them right away. ^^
by bxaimc at 1:50 PM EDT on September 16, 2009
vgmstream r699 is up! :)

additions/revisions since r669:

- .gcub added for Sega Soccer Slam (GC)
- .wvs added for Metal Arms (GC)
- .sck added for Scorpion King (GC)
- .swd revisions
- .mib revisions
- IMA encoding added for .snd
- .caf added for iPhone games using Apple IMA
- Maxis XA revisions
- .mxst added for Lego Island (PC)
- .sob/sab added for Worms 4: Mayhem (PC)
- .sc (EXAKT SASSC DPCM) added for Supercar Street Challenge (PS2)
- .bns added for Wii channel jingles
- .joe revisions
- .waa/wac/wad/wam revisions
- .wsd revisions
- .ads/ss2 revisions
- .rkv revisions
- .pona added for Policenauts (3DO & PSX)
- RSD6RADP (Radical IMA ADPCM)(.rsd) added for Crash Tag Team Racing (GC) & Crash of the Titans (Wii)
- .was added for Dirt 2 (Wii)
by SmartOne at 11:51 PM EDT on September 16, 2009
I still have the same issues. You probably know the Lego Island format is a mess (many songs too slow, some should be 22050 Hz, block detection seems very inaccurate, skipping, pops, the files take forever to load.)
by manakoAT at 5:00 AM EDT on September 17, 2009
SmartOne, why don't you fix it then?
by hcs at 9:55 AM EDT on September 17, 2009
Hm, where are these Lego Island files?
Found them in another thread, I'll see if I can work something out.

edited 9:58 AM EDT September 17, 2009
by SmartOne at 11:29 PM EDT on September 17, 2009
ManakoAT, you don't want a bug report? Again, sorry for helping.
by hcs at 11:36 PM EDT on September 17, 2009
Largely fixed MxSt decoding in r700, build is up though looping isn't supported and the combined video and audio track don't work, at least what is there is playing right.
by SmartOne at 11:52 PM EDT on September 17, 2009
Thank you! A handful of files don't play, and I'm pretty sure they're not all combined video/audio files (if any) because I know at least one song is missing (the awesome Hospital theme.) They are:

lisland011.MxST
lisland015.MxST
lisland018.MxST
lisland041.MxST
lisland053.MxST
lisland054.MxST
lisland055.MxST
lisland056.MxST
lisland060.MxST
by hcs at 1:09 AM EDT on September 18, 2009
All those but 53 and up play fine here.

edited 1:09 AM EDT September 18, 2009

Though not in Winamp, odd... will check.

edited 1:12 AM EDT September 18, 2009

Fixed, computations were overflowing 32-bit longs, now uses UINT64_C() to summon appropriately vast constants. r701 build up.

edited 1:34 AM EDT September 18, 2009
by marioman at 9:13 AM EDT on September 18, 2009
Thanks to bxaimc and hcs for the Lego Island support. Everything sounds great.
by hcs at 10:52 AM EDT on September 18, 2009
Not to knock bxaimc if he worked on something I didn't notice, but it was jurrasicPieter who did the first round of support.
by bxaimc at 11:11 PM EDT on September 18, 2009
I didn't do anything with the code this time. I merely just noticed how long it took to load the songs since it killed my cpu usage when vgmstream first supported it. It wasn't looked into until like now.

edited 11:12 PM EDT September 18, 2009
by jurassicPieter at 4:19 AM EDT on September 19, 2009
Yes, i had some hard time with counting samples for the lego island files, ended up doing it brute force. But at least it gave me some time to understand vgmstream coding
by Elven Spellmaker at 5:40 AM EDT on September 20, 2009
Hm, where are these Lego Island files?
Found them in another thread, I'll see if I can work something out.


@hcs: In which thread are the Lego Island tracks please?
by hcs at 6:11 AM EDT on September 20, 2009
Last post on this page
by Chupperson Weird at 12:46 PM EDT on September 20, 2009
Pretty awesome, although I guess back in the day I just figured the hardware I was using made the music sound low-samplerate. Glad you guys got the files supported though.
by _Vuze_ at 11:38 AM EDT on September 24, 2009
"Monster Hunter 3, already in progress :)"
Great! Can't wait ^__^
How long you think will it take to finish?
kind regards
by starerik at 9:45 AM EDT on October 16, 2009
Seriously, vgmstream hasn't worked for me for months.

It worked great before but suddenly it stopped. The plugin doesn't even show up on the Input-menu. I've deleted the files and installed them again, I've uninstalled and re-installed Winamp. It still doesn't work.

I just installed an older version of Winamp and it still doesn't show up.
by manakoAT at 11:25 AM EDT on October 16, 2009
Did you install the "External DLL's", like mentioned in the readme.txt ?
by starerik at 7:34 PM EDT on October 16, 2009
That worked. Thanks a lot!
by SmartOne at 7:08 PM EDT on October 30, 2009
Spyro - The Eternal Night (2007)(Sierra)[PS2][MUSC] from the old Bonus doesn't play.
by manakoAT at 3:35 AM EDT on October 31, 2009
Rename the files from .mus to .musc
The PS2 archive needs alot more fixes than that
by marcusss at 6:52 AM EDT on October 31, 2009


edited 7:18 AM EDT October 31, 2009
by SmartOne at 9:49 PM EST on November 5, 2009
Ugh, Spyro - The Eternal Night sounds pretty uninspired, anyway. Spyro without Stewart Copeland composing is like something good... without an essential part.
by SmartOne at 8:36 PM EST on November 6, 2009
Spyro - Enter The Dragonfly (2002)(Universal Interactive)[PS2][Sony ADPCM][MIB]

004 - MG_CC_C.MIB
010 - MG_JJ_C.MIB
019 - L_1_DD.MIB

Glitchy, stuttery, like that one We Love Katamari file. Perhaps the interleave should be 0x20000 bytes like the others?

edited 8:50 PM EST November 6, 2009
by hcs at 1:06 PM EST on November 8, 2009
Try making a GENH and find out?
by SmartOne at 1:40 PM EST on November 8, 2009
By Jove, it works! Should whole sets be GENH-ed for consistency or just the problematic files?
by manakoAT at 3:38 PM EST on November 8, 2009
The MIB set is good like it is, there was just some work on the MIB meta in the vgmstream source, some things have still to be fixed... be patient :)
by Hotcakes at 4:57 PM EST on November 8, 2009
Which We Love Katamari file? I listened to all of them and didn't notice any problem file.
by SmartOne at 7:03 PM EST on November 8, 2009
117 King of King's Song.MIB

Interleave is 0xb000 when it should be 0x1000. It used to work as-is.

edited 7:05 PM EST November 8, 2009
X-TREME BETA XMPLAY BUILD by unknownfile at 5:14 PM EST on November 12, 2009
Now building for XMPlay. The newest revision I have works nicely on most tracks. However, the output is a complete hack:

- If left to its own devices, XMplay plays the song twice as fast.
- If we use a quick and dirty function to double the amount of samples written, some songs crash.
- If we divide the sample rate, the quality degrades.

I had to do something with those last two points. Songs that play back using a 'trusted' sampling rate will play back using those sampling rates, others will have the sample rate divided.

Otherwise stuff is OK for playback unless you're wanting to play files that aren't looped, in which case your ears are set to be raped once the track ends.

The test DLL is over here. Note that a lot of stuff isn't in the supported filetype list, just drag one into XMplay to get it to play. That, or you can just associate brstms and be done with it.

IMO, the vgmstream core needs a bit of a cleanup in terms of interfaces, because right now it looks like a bit of a mess (see also decode_vgmstream).
by iloveyou at 9:22 PM EST on February 27, 2010
Today! a chance discovery.
foo input vgmstream
Wow~ Thank you~ Josh W~
http://joshw.info/vgmstream/
by Hotcakes at 10:16 PM EST on February 28, 2010
lol @SmartOne I completely forgot about this thread...
by Elven Spellmaker at 10:45 AM EDT on March 26, 2010
Out of interest, is the source code for the last version available anywhere?
by Mouser X at 1:16 PM EDT on March 26, 2010
Well, VGMstream is hosted on sourceforge. You can check here to see the VGMstream page (but the compiled version available there is old), which should have the most recent changes. You can also check HCS's VGMstream page, in case I got the links wrong. But yes, the most recent changes *should* be available there, I'd think. I could be wrong. It is possible that HCS changed the code, without submitting the changes.

Either way, hope that helps. Mouser X over and out.
by hcs at 11:53 AM EDT on March 29, 2010
Sometimes I do that (update the code without committing to svn) with particularly experimental things, but currently all the latest code is in svn. You can access it through the "develop" link on sourceforge.
vgmstream by jonai at 1:42 AM EDT on April 6, 2010
Hmm.

I got the following files in xmplay 3.5
vgmstream-r769-test.zip
vgmstream_external_dlls.zip
still test.exe says failed to open

MUSIC_CP_INTRO.str

that I have extracted from

Sonic & Sega All-Stars Racing (2010)(Sega)[XBOX360][CRI ADX ADPCM - Xbox Media Audio][ADX - STR].zip

The file is detected as WAV with the correct timing in xmplay but does not play and is shown as dead file.


Is that a problem of xmplay? or of vgmstream? or of me?? I did not test it in winamp. I do not have winamp and will never have it...

thank you in advance
by Mouser X at 3:27 AM EDT on April 6, 2010
The problem is a slight misunderstanding on your part. See in the file name where it says "[CRI ADX ADPCM - Xbox Media Audio]"? That tells you the formats contained in the rip. In other words, it contains ADX (CRI ADX ADPCM) files, and XMA (Xbox Media Audio) files. Those STR files you're trying to play are XMA format, with an STR extension. VGMstream does not yet play the XMA format of any kind, regardless of extension. Perhaps it will one day, but for now, you need to use a combination of tools to convert the STR files into WAV files. I do not know what this combination of tools is, but I do know that it includes "toWave.exe" which is what does the actual decoding. I believe that bxaimc could tell you more on how to decode the XMA/STR files to WAV.

Anyway, hope that helps. Mouser X over and out.
by bxaimc at 9:58 AM EDT on April 6, 2010
Just in case people don't read the torrent description: Sonic & Sega All-Stars Racing (x360) ToWav Convert Kit.zip
vgmstream by jonai at 10:48 AM EDT on April 6, 2010
Now that you described the problem, I understand, I feel enlightened but also dumb because I fell for the *.STR extension :)

@bxaimc
You are right, I did not read the torrent description because I did not see it.
Thank you very much for that information.
I did not know that xma is not playable yet, I thought the code to play it that is inside the xbox360 game could be used to play it back like it is the case with the PSF formats. Wher can I find more information about this XMA thing??


fare well.
by bxaimc at 11:57 AM EDT on April 6, 2010
XMA is decoded through the Xbox 360 hardware. More specifically, the Xenon processor.
by manakoAT at 10:25 AM EDT on April 23, 2010
vgmstream-r784 up!


by Mouser X at 5:10 PM EDT on April 30, 2010
I was attempting to convert some VGM streamed rips to ADX/OGG, when VGMstream kept getting hung up on some of the files. I checked it, and it turns out that for whatever reason, VGMstream is no longer able to play back the STRM files from the Wii versions of MySims, and MySims: Kingdom (and likely other EA MySims titles). I loaded various revisions until I found that r733 works, while r735 does not. So, apparently something broke/got changed between r733 and r735, and has remained broken since.

[EDIT] I got on chat and bxaimc said that, basically, support for the Wii STRM format (that is, the stuff used by the MySims games) was disabled. It'd be really nice if this could be looked into. Bxaimc gave me a "current" build that works, but I would expect that it has the same problem(s) that resulted in disabling the support in the first place. I was going to upload some samples, but I don't have access to them right now.

Anyway, I would appreciate it if this could be looked into. Hopefully my narrowing down the working/non-working revisions has helped. Mouser X over and out.

edited 8:19 PM EDT April 30, 2010
SMV by CapComMDb at 12:26 AM EDT on May 1, 2010
Happy happy, Cho Aniki Zero is on the tracker. :P Sadly, it's in SMV format, which vgmstream doesn't seem to support yet - couldn't find any players either. Anyway, just wondering if there were other players that support it yet or if there was something in the works for vgmstream. Because you know how much we love Koji Hayama :P Wasn't sure if this best fit here or the xsf forum...

edited 12:27 AM EDT May 1, 2010
by valiant at 1:22 PM EDT on May 1, 2010
Anyone else got this problem? Starting from revision 763, vgmstream doesn't show up in Winamp's plug-in menu anymore and no files can be played back. Revision 755 is still okay.
by Mouser X at 1:38 PM EDT on May 1, 2010
It works fine for me (aside from the fact that the MySims Wii STRM isn't played back properly). Have you checked the readme recently? A new DLL was added, to support a WiiWare title. And coincidentally, support for this new format/DLL was added right around r755. In other words, it sounds to me like you're missing a, now required, DLL. Those external DLLs can be grabbed from here. If that doesn't fix your problem (I strongly suspect it will), then you're going to need someone else's help. Mouser X over and out.
by valiant at 3:47 PM EDT on May 1, 2010
Indeed! Had two of the DLLs in the Winamp folder already, but after adding the third, everything works just fine again. Thanks, Mouser! :)


EDIT: And a request, could the loop starts and loop ends of tracks be displayed in minutes and seconds (e.g. 3:13.3382 instead of 193.3382) for future releases? I use it mostly for jumping to the loop points and checking if there are any clicks, and you always have to do some calculating first. So I think limiting the seconds display to stream total samples (or dropping it altogether) would be better.

edited 7:23 PM EDT May 1, 2010
by FireDivine at 5:35 PM EDT on May 3, 2010
So truly no one has thought of ripping Estpolis: The Lands Cursed by the Gods, for DS?

I figured someone here or out there would like the Lufia series to do so. Maybe there is one but it's not released until a US version? I've been looking for a 2sf though but no luck so far.
by hcs at 6:31 PM EDT on May 3, 2010
FD: this is the wrong thread for 2sf discussion.
by arbingordon at 12:54 PM EDT on May 4, 2010
EDIT: And a request, could the loop starts and loop ends of tracks be displayed in minutes and seconds (e.g. 3:13.3382 instead of 193.3382) for future releases? I use it mostly for jumping to the loop points and checking if there are any clicks, and you always have to do some calculating first. So I think limiting the seconds display to stream total samples (or dropping it altogether) would be better.
Some sets/stream types are displayed in minutes:seconds.milleseconds, some give you the time in seconds, some just the number of samples, it just depends on the type.
They could all be changed to m:ss.sss, pretty easily actually (I think).
Perusing the source code, I think that most of that informational output is found in here in the void describe_vgmstream(VGMSTREAM * vgmstream, char * desc, int length)
function.

edited 1:13 PM EDT May 4, 2010
by hcs at 2:04 PM EDT on May 4, 2010
That's where the time is formatted, yes, but it's all done with the %.4lf format, which just gives the 4 digit precision. I don't think there's any mm:ss.ms code in vgmstream right now.
by arbingordon at 2:11 PM EDT on May 4, 2010
edit: nevermind, those were caps of in_cube

edited 2:29 PM EDT May 4, 2010
by FireDivine at 12:45 AM EDT on May 8, 2010
Oh well. I tried.
by Sir-Sabin at 5:43 AM EDT on May 11, 2010
i've been playing with the idea of getting tags in streams with out changing the crc of the files, the idea i got was putting the tags in a file that vgmstream will read and display in winamp/foobar.
i used Final Fantasy XIII (360) as a sample

VGMStream will use this to display in winamp/foobar

Artist= Masashi Hamauzu, Mitsuto Suzuki, Ryo Yamazaki
Album= Final Fantasy XIII
System= Xbox 360
Year= 2010
Developer= Square Enix
Publisher= Sqaure Enix
Genre= Role-Playing
Format= .xma
Ripped by= bxaimc
Comment=

what do you guys think?
by Elven Spellmaker at 2:33 PM EDT on May 11, 2010
How will Winamp know which file is which?

Will it do a CRC check to see which file it is?
by Sir-Sabin at 8:32 PM EDT on May 11, 2010
you put it in the folder you want to tag, it will take the title from the file name and no it won't, for a sample 105 - Masashi Hamauzu - Saber's Edge.pos will display as Masashi Hamauzu, Mitsuto Suzuki, Ryo Yamazaki - Saber's Edge - Final Fantasy XIII, is it a confusing? throw your ideas in this.
by Elven Spellmaker at 10:56 PM EDT on May 14, 2010
No it makes sense, but what if I rename the files?

From 105 - Masashi Hamauzu - Saber's Edge.pos to Saber's Edge.pos for example?

I don't generally rename my files which is why I want tags more than some.
by arbingordon at 12:00 AM EDT on May 15, 2010
then you just standardize filenames being %tracknumber% - %tracktitle%.%ext%
rather than whatever the tagger feels like
by Sir-Sabin at 7:57 AM EDT on May 16, 2010
105 - Saber's Edge.pos would be better, just like a ost
by Elven Spellmaker at 12:31 PM EDT on May 16, 2010
Well, am I the only one who hates numbers in music files at the beginning?

I just hate it especially when its labeled something like 105 meaning disc one track five.
by fridgey at 12:53 PM EDT on May 16, 2010
Probably just have to make the first field in the tags the filename, and have some sort of "standard" defined, whatever it is. If someone wants to change the filenames they just have double the work and have to edit the tagging file too. Same sort of deal as creating m3u's to tag the single-file formats like gbs.
by Hotcakes at 9:53 PM EDT on May 16, 2010
I personally prefer the xyy - artist - title format. Everything gets dumped in my Winamp playlist and sorted by file path and the f3 function can then be used effectively.

Before I discovered F3 it was harder though. preferred title - artist then.
by Mirby at 12:46 AM EDT on May 17, 2010
derr... I never knew about F3... nice tip!
by Hotcakes at 8:59 PM EDT on May 17, 2010
Ha! Glad to help. F3 is a life saver. You can also go into options and configure nice little things like skinning the F3 window, making it remember your last search upon opening... the window position and size also gets saved so you can have it where you like it. Tonnes of other options...
Mario Galaxy 2 by DjKnuX at 9:39 AM EDT on May 21, 2010
Well, a copy of Mario Galaxy 2 arrived the net today.
Here some Info, naybe your interested in it.
It seems that the Game uses the same Format as Mario Galaxy and all Files work perfectly as far as I can say in vgmstream (r795).
The Files play at 2048 KBPS, 32 KhZ, Surround-Mode (as Winamp says). If some information of these are wrong please correct me. ;)

For those who don't believe me heres a little Screenshot: http://img295.imageshack.us/img295/93/mg2stream.png

Have a nice day! :)

edited 9:44 AM EDT May 21, 2010
by Mouser X at 2:18 PM EST on January 31, 2012
Well, I don't like raising this from the dead, but I found a small problem with VGMstream, and I figured this was the appropriate place to mention it.

I was trying to listen to "Sonic R (Sonic Gems Collection) (2007)(SEGA)[NGC][DS}].zip", and it's really messed up. I assume the sample rate and interleave are being interpreted incorrectly. I tried various versions of VGMstream, to see if I could find where they stopped working (I could have sworn it used to work at one time), but everything I tried either didn't work at all, or played back badly (r751 didn't play at all, and r806 played badly).

I realize that it's not *that* big of a deal, as there's multiple consoles/rips of this game. Still though, I thought it should at least be mentioned. Mouser X over and out.
by soneek at 2:32 AM EST on March 3, 2012
Sorry to bump this up, but I have a request. I see that -b outputs variables that can be recalled later. Would you guys be able to add another variable for the sample rate?

So for a 32000 Hz song, along with the other variables, it would give you "set rate=32000"

Thanks in advance for your time.



edited 9:59 PM EST March 3, 2012
test.exe output sample rate batch variable by soneek at 12:12 PM EDT on March 11, 2012
Never mind, I actually figured out how to build it with my edits. If anyone needs it, let me know.



edited 12:43 PM EDT March 11, 2012
Updating Winamp by Elven Spellmaker at 11:29 AM EDT on August 12, 2012
So I decided to update Winamp from 5.52/3 (I think) to the latest 5.63 because I realised how long it was since my last Winamp update and I didn't need to replace the external DLLs for VGMStream to work.

Has this issue finally been fixed? =D
by DrO at 4:41 PM EDT on August 12, 2012
maybe, there was some white-listing of dlls added to prevent the OS doing a base re-calculation on some dlls but i cannot remember if anything for vgmstream was added (since no one ever provided me the means to detect non-msvc compiled dlls so we have to just white-list things which i don't call a 'solution'.

-daz
by Franpa at 12:47 AM EDT on September 13, 2012
Thought I'd listen to that Gradius III & IV sound track and after about 2 minutes in to the very first track (G0_BGM.MIB) I get this crash in Winamp even though it is using Highly Experimental plugin and not VGMStream r994.

Edit: Oh okay now, I was expecting Highly Experimental to playback the music as the music is taken from the PS2 game but apparently VGMStream is used for playback.

Happens consistently at the 2:13 - 2:14 mark in the song even when seeking straight to just before then. (2:00)

Lmfao what! If I click Play on Winamp after the crash it replays the song.. and then for some reason the Windows exception dialog box no longer closes Winamp when you choose the option to close Winamp... xD

Problem signature:
Problem Event Name:    APPCRASH
Application Name:    winamp.exe
Application Version:    5.6.3.3235
Application Timestamp:    4fec7b3e
Fault Module Name:    in_vgmstream.dll
Fault Module Version:    0.0.0.0
Fault Module Timestamp:    503c5a41
Exception Code:    c0000005
Exception Offset:    0005e4ed
OS Version:    6.1.7601.2.1.0.768.3
Locale ID:    3081

edited 1:12 AM EDT September 13, 2012

edited 1:12 AM EDT September 13, 2012
by Franpa at 1:54 AM EDT on September 13, 2012
I just noticed, it does not play a lot of the files correctly either. I am assuming the songs from either Gradius III or IV use a unsupported format or protection scheme as the file extension is the same for all files.

edited 1:59 AM EDT September 13, 2012
by snakemeat at 8:53 AM EDT on September 13, 2012
MIB support has never been 100% in vgmstream since it is a headerless format. You'd probably be best making GENH files using the MIB source data.
by Franpa at 10:09 AM EDT on September 15, 2012
Could you either reiterate how to do such or link me to where it is already explained?
by snakemeat at 12:18 AM EDT on September 16, 2012
How to find interleave: forum.xentax.com/viewtopic.php?f=17&t=8460&p=68454
by Franpa at 10:20 AM EDT on September 17, 2012
Yep, that is indeed that... but how do you use that information to make a GENH file? I mean yes that gets you the offset but I dunno how that in it self is helpful.

edited 10:26 AM EDT September 17, 2012
by Franpa at 2:13 AM EDT on October 5, 2012
So... just use this tool which presumably requests an offset which you acquire via the process you have outlined?

http://hcs64.com/mboard/forum.php?showthread=10460

Also for some weird reason Winamp now refuses to play any of the files at all, no idea why either. It just randomly decided one day to spew out the following error messages instead of outputting garbled audio.

---------------------------
Error
---------------------------
Error Buffering - Out of Memory
---------------------------
OK
---------------------------

---------------------------
Error
---------------------------
Error Queuing - Invalid Name
---------------------------
OK
---------------------------

---------------------------
Error With Source
---------------------------
Error with Source - Invalid Name
---------------------------
OK
---------------------------


edited 2:16 AM EDT October 5, 2012

Changing the output device from WUMPAS OpenAL to the default DirectSound gets rid of the error messages but it still no longer plays the audio files at all. Originally it did play some of them fine, except when it came to looping.

edited 2:19 AM EDT October 5, 2012

Nevermind, disregard all of the errors. They were caused by telling Vgmstream to loop files normally, rather then play forever. Which kinda (maybe not?) makes sense in this situation since there is no defined loop point or end. (I currently am assuming some kind of silence detection code aint working right under these conditions?)

edited 2:25 AM EDT October 5, 2012
by snakemeat at 9:06 AM EDT on October 5, 2012
Oops, forgot about this. VGMToolbox has a GENH creator. I think it is pretty self explanatory. For format choose Playstation 4-bit ADPCM.
by Franpa at 2:04 AM EDT on October 7, 2012
Hi, how do you go about it if the first 10 bytes of data don't re-occur later in the file? Safe to assume the file isn't interleaved or?

Also how do you figure out the loop points (Loop Start and Loop End)? I left them disabled and just set it not to loop which fixes the crash at the end of the song when it would otherwise loop but now it obviously doesn't loop!

So I need to know how to work out (Basically get told... >.>") how to determine the looping!

your help so far is greatly appreciated!

edited 3:34 AM EDT October 7, 2012
by snakemeat at 9:22 AM EDT on October 7, 2012
Hi, how do you go about it if the first 10 bytes of data don't re-occur later in the file? Safe to assume the file isn't interleaved or?

This is not always the case, but it is this time.

Also how do you figure out the loop points (Loop Start and Loop End)? I left them disabled and just set it not to loop which fixes the crash at the end of the song when it would otherwise loop but now it obviously doesn't loop!

For Sony ADPCM, let VGMToolbox find the loops for you. If it cannot, the loop points are usually stored in the game's program files somewhere. No easy way to help there.

I've uploaded the GENH headers and a batch file to add them to the originals. You can use the Edit function of VGMToolbox's GENH editor to see the settings on the resulting GENH files (or change them, I guessed on frequency) after applying the headers. Find them here. I hope looking at the settings will help you learn, good luck!

edited 9:23 AM EDT October 7, 2012
by Franpa at 5:46 AM EDT on October 9, 2012
Amazing work man and thank you for the excellent and informative help with this issue of mine!

edited 5:47 AM EDT October 9, 2012
by Franpa at 7:44 AM EDT on October 9, 2012
Sorry to bother you again but I've noticed that songs after G3_BGMA1.genh are suffering from portions of the audio looping. Not entirely sure what the cause of that is but everything up to this point plays fine!

I assume this is an interleave issue?

and the loop point for G0_BGM.genh seems to be slightly wrong (Nothing too major, I'm sure I can figure that out on my own through trial/error. just mess with the samples values until it sounds right...)


Edit: Nevermind I figured out that the files prefixed with G4 all relate to the 4th game and so I applied the same settings you've applied to the G0_BGM.MIB file and it seems to work but I am unsure about the looping. The auto detect option does not work, it still crashes the plugin at the loop point.

G0_BGM.MIB doesn't exhibit the crash anymore so I know that specifying loop parameters will fix this crash issue but I am unsure how to tell what to put in to the Loop Start and Loop End fields. I Assume there is some way of converting time in to samples? or somewhere there is timing info available...

edited 8:04 AM EDT October 9, 2012

edited 8:04 AM EDT October 9, 2012

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