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by kode54 at 4:47 PM EST on March 8, 2014
Isn't ffmpeg capable of decoding XMA files by now?
by Knurek at 5:15 PM EST on March 8, 2014
I don't think so, they added proper ATRAC3+ support recently, but you should be aware of that (unless you still uses mait's hack for foo_vgmstream).
by kode54 at 11:30 PM EST on March 8, 2014
It certainly does have an xWMA container handler:


edited 11:31 PM EST March 8, 2014
by xenphor at 1:14 PM EDT on March 9, 2014
So if I want to convert one file to ogg I can do this:

./test -g song.vsf | source /dev/stdin && rm *.wav

and that works.

But I'm having trouble turning it into a script:

for a in *.vsf; do
./test -g $a | source /dev/stdin && rm *.wav

For some reason test won't process the -g option that way.

Ideally I would also like to use the -o option to name the output files the same as the input files as well.

edit: I think I found something that works:
for a in *.vsf; do ./test -l 1 -f 10 -g -o "$a.wav" "$a" | source /dev/stdin && rm *.vsf.wav; done ;

edited 7:15 PM EDT March 9, 2014
by xenphor at 8:11 PM EDT on March 9, 2014
hm ffmpeg can decode atrac3 files? As in psp .AT3 files? If I try I get this:

Input #0, wav, from 'BGM_A.AT3': 0KB vq= 0KB sq= 0B f=0/0
Duration: 00:02:36.45, bitrate: 48 kb/s
Stream #0:0: Audio: atrac3p, 44100 Hz, stereo, 48 kb/s
No codec could be found with id 86056
Failed to open file 'BGM_A.AT3' or configure filtergraph
by kode54 at 1:55 AM EDT on March 10, 2014
Looks like you may need to rebuild your ffmpeg and support libraries.
by xenphor at 5:42 AM EDT on March 10, 2014
So I guess I'm a little confused. Is there a way to play the 360 and ps3 files? I built ffmpeg from git but the at3 files I've tried from the ps3 don't seem to be detected correctly.
by bxaimc at 2:53 PM EDT on March 10, 2014
Added revised support from soneek for BCSTM for:

-Multichannel tracks from Mario Kart 7 and Super Mario 3D Land

- IMA codec variant for Mario Tennis Open
by kode54 at 3:12 AM EDT on March 11, 2014
You are using FFMPEG and not libav, right? 86056 is supposedly Windows Media Audio Professional V9, which FFMPEG supports anyway.
by xenphor at 8:00 AM EDT on March 11, 2014
Well actually I was able to get those .at3 files to play (pixeljunk monsters deluxe) from the PSP, but the ones I've tried from ps3 games don't seem to play (pixeljunk shooter). I did get some ps3 .scd files to convert (FFXIII).

And I'm using ffmpeg with gpl and non-free codecs and the various encoders.

edited 8:02 AM EDT March 11, 2014
by kode54 at 11:38 PM EDT on March 16, 2014
by hcs at 2:31 AM EDT on March 17, 2014
Er, yeah, can't see any sense to that, just a brain fart. Yay for regression testing.

Speaking of which, it has long been a dream of mine to collect a test suite for vgmstream, at least one file of every type. Is anyone else interested in this? Curating it could be painful. We could include files that don't yet have support to give a public example of what needs fixing.

Might be possible to steal FATE for this.

edited 3:50 AM EDT March 17, 2014
by Knurek at 6:48 AM EDT on March 17, 2014
I'll be glad to help. Can't really say I have every file type supported by VGMStream on hand, but it'd be a start.
by snakemeat at 9:26 AM EDT on March 17, 2014
I could help as well. So anyone have luck getting ATRAC3+ into the Sourceforge repository? I couldn't get it working.

Or, is github the new repository?
by kode54 at 9:17 PM EDT on March 18, 2014
Github is just my working version fork. I try to keep it in sync, but it has more commits than just the tagged SVN revisions.

I'll try to get parts of FFMPEG into the source tree to replace multiple decoders, including MP3 and Vorbis (yes, they fixed that issue with next/prev fields being wrong.), and ATRAC3/+. Looks like it will be a pain, though.
by snakemeat at 10:38 PM EDT on March 18, 2014
Thanks a lot, would love to get an MSF meta in place for this PS3 stuff.
by Dais! at 5:34 PM EDT on March 26, 2014
while using vgmstream for Foobar, is there any reason to also use the ADPCM decoders plugin? I thought the former would cover all of the latter, but as usual, I don't understand most of this stuff.

actually, come to think of it, would I have a decently rounded understanding of AT3+ by reading this thread and the streamed VGM distribution thread? I downloaded a number of PSP sets to test out and I'd like to know more about the process involved, but all the information seems to be spread out across this forum.
by kode54 at 9:34 PM EDT on March 26, 2014
foo_adpcm is actually faster at decoding all supported formats, but the performance of Vgmstream is already incredibly fast and not worth bothering about. foo_adpcm already disables various formats it supports if it detects a second input handling one of the extension types it checks.
.nwa problems by Kurausukun at 11:06 PM EDT on April 15, 2014
In both your foobar adpcm and foobar vgmstream components, .nwa files will immediately cause a crash. No idea what causes it, and it's only on the foobar components. I can post a crash dump .txt if you need, thanks in advance. (Also in response to your earlier request, I am happy to submit any file formats you need for archiving/testing/suite purposes.)
by kode54 at 11:34 PM EDT on April 15, 2014
I'll need your NWA files instead.
by Nisto at 12:26 PM EDT on April 16, 2014
Has anyone taken a look at what I reported in #console_stream the other day?

Here is a copy-paste from the logs:

[2014-04-05 02:10:01] <Nisto> Hey. I got some VAG files that doesn't play properly in fb2k. I was hoping someone here could take a look at it.
[2014-04-05 02:10:02] <Nisto> Here's a sample:
[2014-04-05 02:10:05] <Nisto> If I convert that file to WAV using VAG Editor from the PSYQ SDK, it comes out the way it's probably expected to:
[2014-04-05 02:10:08] <Nisto> But playing the VAG directly in fb2k.. well, you'll hear/see what's wrong
[2014-04-05 02:10:11] <Nisto> The buggy decoding on some VAGs also seems to cause some issues with the seekbar. Any seeking seems to start the track over, and when the seekpoint has reached the end of the seekbar, it hasn't actually reached the end of the track (i.e. the seekpoint "overflows").
[2014-04-05 02:10:14] <Nisto> If it changes anything.. I'm on fb2k v1.2.9, vgmstream version r1023-5-g955271f

Basically; the VAG loops even though it's not supposed to.

edited 12:43 PM EDT April 16, 2014
by Kurausukun at 6:55 PM EDT on April 16, 2014
Here's a sample .nwa file that crashes: (you said "files," but the bgm data folder of this one game alone is over 1GB, so it didn't seem very feasible to upload the whole thing. If you need others too, no problem.)
by kode54 at 10:26 PM EDT on April 16, 2014
Your NWA file is not a problem for the base vgmstream library.

As for the VAG, since it is a mono file, the VAG processor in ps2_vag is designed to search it for loop points, as indicated by a flags field (block + 1) of 0x06 (loop enabled, mark current block as loop start address), and loop end at a flags value of 0x03 (loop enabled, end of sample).

You'll either have to doctor the sample yourself to remove those bits, or remove the code responsible from vgmstream.

EDIT: The NWA crashing is because the foobar2000 input was never updated to declare the get_realname function interface, which the NWA input uses to attempt to locate either of two .INI files which may be in the same directory as the selected .NWA file. This will be fixed in the next update.

edited 10:35 PM EDT April 16, 2014
by Kurausukun at 10:54 PM EDT on April 16, 2014
Thanks a lot, that helps a bunch.
by Rew at 10:32 PM EDT on April 17, 2014
Hey gang. I've got a couple issues with vgmstream (I just now discovered it and am trying to install it) and was hoping someone can help me? I'm a complete newb at this stuff, so please bear with me. =X

I read the directions on the readme, and here is the part that got me confused:

"Put libvorbis.dll and libmpg123-0.dll somewhere Windows can find them.
For in_vgmstream this means in the directory with winamp.exe, or in a
system directory. For test.exe this means in the same directory as test.exe,
or in a system directory."

I already put those lib files in my regular Winamp directory, so no problem there. But where do I put the test.exe file? He said put test.exe in the same directory as test.exe, and I didn't know what that meant. (I tried just putting it in the main Winamp directory, but that did no good.)

Then there's this bit that follows afterward:

"--- test.exe ---
Usage: ./test [-o outfile.wav] [-l loop count]
[-f fade time] [-d fade delay] [-ipcmxeE] infile
-o outfile.wav: name of output .wav file, default is dump.wav
-l loop count: loop count, default 2.0
-f fade time: fade time (seconds), default 10.0
-d fade delay: fade delay (seconds, default 0.0
-i: ignore looping information and play the whole stream once
-p: output to stdout (for piping into another program)
-P: output to stdout even if stdout is a terminal
-c: loop forever (continuously)
-m: print metadata only, don't decode
-x: decode and print adxencd command line to encode as ADX
-g: decode and print oggenc command line to encode as OGG
-e: force end-to-end looping
-E: force end-to-end looping even if file has real loop points
-r outfile2.wav: output a second time after resetting

Typical usage would be:
test -o happy.wav happy.adx
to decode happy.adx to happy.wav."

I have no idea what any of that means.

At any rate, I'm trying to play Screamtracker 2 Module (.stm) files on Winamp from a GameCube game ROM (Paper Mario: TTYD, to be exact). It says that file type is supported, so it must be something I'm doing wrong. Every attempt to play a track meets with this error message: "Corrupt file or unsupported module type." Any help would be appreciated!

Interestingly enough, I got BRSTM files to play (from Super Paper Mario for Wii), so yay! However, the tracks seem to play at double their normal speed. Is there a way to slow down the speed so the tunes play at the same speed they do in-game?

Thanks, and sorry for all the annoying questions!
by dissident93 at 12:55 AM EDT on April 18, 2014
if you just want to use vgmstream in winamp, you don't need test.exe at all. just place vgmstream.dll in the plugins folder and you're done.

both Paper Mario and Super Paper Mario should play normally once vgmstream is installed correctly.
by Mouser X at 1:52 PM EDT on April 18, 2014
Actually, the "speed" (I think it's either samples or bitrate) in the Paper Mario files (the files themselves follow the "standard" format) is incorrect. To get around this slight fault with the files, rename the extension to something else.... Unfortunately, I don't have a way to verify what you need to change it to, because it's been to many years since I've had to do that, and I don't have access to my streamed rips right now. But it should be noted that the files in question (*.stm) are NOT screamtracker modules (they're not modules at all. They're more like MP3s or WAVs, which of course screamtracker can't play either), which is why the screamtracker plugin says they're corrupt. Once you figure out the right extension, it should work fine. Mouser X over and out.
by Rew at 6:03 PM EDT on April 18, 2014
@dissident: I tried removing test.exe, and I still have the same problems. SPM plays too fast, and TTYD gives me error messages and doesn't play at all. =(

@Mouser: I just went by the naming conventions in the folder itself (which said Screamtracker 2 Module, or something like that). I really have no idea.

So does anyone know how to rename the extension to adjust the speed on these BRSTM files like Mouser X said?
by hcs at 8:31 PM EDT on April 18, 2014
Rename .brstm to .brstmspm to play at the right speed.
by Rew at 9:59 PM EDT on April 18, 2014
That worked perfectly--thanks hcs!

(Also, I just want to take a moment and thank you for this site, for all the tools, and all you've done for the community of VG music aficionados. Kudos to you!)

Anyway, any suggestions for getting GameCube music (or TTYD at least) working on Winamp too?
by vajuvaju at 9:12 PM EDT on April 19, 2014
I'm posting two .zip files from the PS2 and GC versions of the 2002 game Spider-Man (the Movie). These cannot be decoded by any plugin. Both have an .snd file, as well as a file that probably contains the music (.vbc for PS2, .gsw for GC). Is there any way they can be decoded by vgmstream?

by Rew at 9:36 AM EDT on April 20, 2014
I just wanted to ask again how to get music from Paper Mario: TTYD playing via vgmstream? I saw in another thread where someone had all those tracks listed as .dsp files. I tried changing the extension on mine to .dsp as well, but alas, it gave me the same error message as usual.

I know I have the plug-in installed correctly because Super Paper Mario plays just fine now. But any help for TTYD? Thanks!
by Rew at 9:10 PM EDT on April 20, 2014
So I think I may have figured out what my problem is--all my TTYD music files are stuck in .stm format. Even if I change the extension (e.g. to dsp), then I get a file that says in Properties, "filename.dsp.stm"). No matter what I do, I can't change the .stm to .dsp or really get rid of the .stm at all.

So how do I change the type from .stm to .dsp then? Is there a special kind of software I have to download to convert it from one kind to another? I hope someone answers me soon. (This is bothering me more than it should...)
by tranxient at 9:23 PM EDT on April 20, 2014
Maybe you have "Hide extensions for known file types" enabled (it is on by default). This can make it a pain to change extensions. This setting is ultimately located in the "Folder Options" dialog, but how to get there varies with different versions of Windows. Perhaps you could try one of these...


by Rew at 9:34 PM EDT on April 20, 2014

As is usually the case with these things, it turned out to be something just that simple. Yeah, my setting had it so the file extension wouldn't show on certain files (like .stm), so I changed that, then could change to .dsp no problem. And now the music plays just fine.

Thanks tranxient!
by Dais! at 11:44 PM EDT on April 29, 2014
for some reason, even with the latest Foobar and the latest vgmstream and ADPCM plugins, there are still some PSP AT3 files that don't work, and Foobar doesn't recognize OMA files as valid. Is it likely I screwed something up somewhere? Am I missing some other codec/plugin that I should already have? A version of FFMPEG different from the built-in one, maybe? Or do I need to make sure it's a proper installation, not a portable one?

An example of both of these problems is with the GGXX Accent Core set at (~4mb).

incidentally, I'm probably completely off-base, but...with the appropriate plugins, Foobar plays at3 files directly, right? They aren't converted to WAV and stored in memory somehow? As you probably realize, I don't understand the process very well...
by Nisto at 1:49 AM EDT on May 11, 2014
Is anyone else getting "short bursts" (kind of a stutter, but basically only appears once) with the latest version? It happens sometimes when e.g. a PSF repeats ("repeat (track)" mode). It hasn't happened with non-PSF tracks yet, so... yeah, I don't know... The weird thing is, they're always at the same position. And nope, I have no damaged sectors on the disk or anything. I scanned the sectors that the files allocate twice.

EDIT: I think I found the culprit.. Playback Statistics Custom. It updates the amount of times a track has been played when it ends. It went away after I disabled updating of the tag. But uh.. if it didn't happen before, I guess there must be something new in vgmstream that causes this? I haven't even touched the Playback Statistics Custom component for like, over half a year..

edited 1:54 AM EDT May 11, 2014
by kode54 at 8:36 PM EDT on May 13, 2014
PSF files are not handled by VGMStream. And if you have play counts set to tag your files, the PSF will be stopped, retagged, then restarted, which requires it to fast forward up to the current time again.

Also, PSF files can be configured to loop forever, rather than simply repeating from the start. (As can VGMStream, but you asked about PSF files.)

edited 8:37 PM EDT May 13, 2014
by Dais! at 12:54 AM EDT on May 14, 2014
Is it possible for Foobar (or Winamp) to use two output plugins at the same time?

It's purely a theoretical question, but I've been wondering if the best way to create a full Shin Megami Tensei Nocturne set is to alter PSF and vgmstream plugins so that they can read PSF files with special headers (or an m3u or whatever) and use both plugins to play special cases like the battle themes, which play streaming audio over sequenced tracks. Maybe such a setup might eventually provide insight into tr-ace PS2 games work? Well, that's just wishful thinking.
by Dais! at 12:54 AM EDT on May 14, 2014
lies I never double post

edited 4:03 AM EDT May 14, 2014
by Knurek at 5:56 AM EDT on May 14, 2014
You're better off recording them separately and mixing afterwards in Audacity.
by Nisto at 7:44 AM EDT on May 14, 2014
Ah, sorry kode54! I tend to mix all the different VGM components up. XD Anyway, guess I'll settle for infinite loops then.

EDIT: ... well, I just tried enabling "force all songs to play indefinitely", but, the issue remains.

edited 8:20 AM EDT May 14, 2014
by kode54 at 9:21 PM EDT on May 14, 2014
You should also disable tagging your files with play counts, if possible. Unless you really want all of your files rewritten every time you play them.
by Nisto at 3:22 AM EDT on May 15, 2014
Unless you really want all of your files rewritten every time you play them.

I'm afraid I do.. I used to use customdb for such tags, but the problem became that, if a file was moved (matching by filepath) or the file's tags or whatever (matching by track info) changed, then the keys for the entry in the customdb database no longer matched, so the tags would basically be "lost". Yeah, I know, they're still there, and I could use an SQLite manager to edit and update the keys in its database manually, but, mass updating filepaths, not to mention tags, is such a chore and not at all convenient. I'm sorry for being off-topic here, but if you have a better solution for storing playback counts, then please do tell. (The Playback Statistics component also matches by filepaths - at least last I checked.)

But at the same time I wonder why it has suddenly started doing this? I mean, I've used the same fb2k setup for months and this issue only appeared after my latest component update, I'm quite sure. Did you add something to PSF Decoder lately that may cause this? Did it not stop/write/restart (like you mention) before?

edited 4:14 AM EDT May 15, 2014
by kode54 at 6:33 AM EDT on May 15, 2014
It should work just fine, as long as you only have foo_psf, and not foo_input_upse. The former is guaranteed to seek and replay properly, the latter is unknown, and has been removed from download anyway.
by Nisto at 9:10 AM EDT on May 15, 2014
@kode54: don't have (and never did have) foo_input_upse installed. Here is a components report of what I do have installed, FWIW:

I know it's a lot to ask, but could you try testing out the Playback Statistics Custom component? Personally, I use the "Update when a track is ended" setting, but it does happen with all other possible settings, too (except "disable" of course).

And as I said, it never happened before my latest update batch (via the components page). I can't remember which version of foo_psf I was on before the current (2.0.38), but Playback Statistics Custom was not updated (it's kind of abandonware since 2009, and it's also impossible since it isn't in the components repository), so it's not something new in Playback Statistics Custom component that causes this.
by kode54 at 9:08 PM EDT on May 18, 2014
It only causes a discontinuity here. Blank spot. Because when it hits the minute mark, it takes it longer than my sound output buffer to restart playback and seek up to the minute mark.

Try increasing your playback buffer size to between 5 and 10 seconds.
by Nisto at 6:32 AM EDT on May 19, 2014
Yes, "discontinuity" is what I mean pretty much. Increasing the buffer size only pushes the discontinuity to a later point in the track.

But I'm afraid I have to admit I've been a fool. The thing is, I actually haven't had a single PSF in my music library before I last updated my components (I had some, but they were not in the library; PSFs I had in the past I converted due to slow, and sometimes inaccurate seeking, and.. now it looks like I may have another reason to :p). Therefore, since I have Playback Statistics Custom set to only update on library music, it has never actually updated the tags of any PSF file before... I guess I just thought I had played some PSFs I had in my library once and that it did work fine...

Anyway, thanks for putting up with me. I'm just relieved knowing the problem isn't just on my side.
by xenphor at 12:56 AM EDT on May 23, 2014
Do some tracks not have looping information? For example, I'm trying to encode X-men vs SF for psx using:

./test -l 1 -f 10 -g -o "$a.wav" "$a"

but tracks like the character select sreen music loop for 5 minutes.
by vajuvaju at 4:30 AM EDT on July 8, 2014
vgmstream cannot decode .hwas files correctly.

This file is from the Nintendo DS game Guitar Hero On Tour - Decades. foobar2000 with vgmstream only decodes the first half of the song, and there are glitches throughout.
by bxaimc at 6:08 AM EDT on July 8, 2014
It's been a known problem for years now. Not sure if it's something that can be fixed or might be something relating to anti-piracy methods.
by Feldspar at 1:45 AM EDT on August 12, 2014
Playback support for XMA format or will not be?
by Krude at 1:50 PM EDT on August 29, 2014
I haven't been keeping up.

Can vgmstream play Atrac3plus files from a PSP now? The ones with a RIFF Wave header.
I can decode them with tools from the internet, but it would be great to be able to play them with proper looping.
by dissident93 at 6:44 PM EDT on August 29, 2014
I believe they can play Atrac3plus, but not Atrac3 (or do I have it backwards?)
by agu fungus at 6:19 AM EDT on September 4, 2014
May I give a suggestion for the next version of vgmstream? How about channel disabling? Good for multi-channel streams that we have no idea how to split, or we are too lazy to split.
by Mario Kinnikuman at 3:43 PM EDT on September 6, 2014
I'm using Winamp. Updating to the latest VGMstream plugin, r1037, is anyone else having issues with .FSB playback? I notice some sets, like LA Noire from the Josh W X360 archive are no longer working.

Last VGMsteam version it worked with: r1024.

edited 8:52 PM EDT September 6, 2014
by soneek at 11:12 AM EST on February 26, 2015
Just copied over from the dspw thread, but here's a test executable and Winamp plugin with AT3+ support.

"Test executable and Winamp plugin

In addition to the normal external dlls, you'll need the atrac3plus and lib719 dlls."
by Kirishima at 11:22 AM EST on February 26, 2015
How about regular at3 files like the ones from Darkstalkers Chronicles, or do they not have loop data so it would be pointless. For some reason, google chrome thinks the dlls above are "harmful".
by godzfire at 5:19 AM EST on February 28, 2015
So having confirmed that nothing on OSX runs VG streams like at3's and xa's and other stuff vgmstream runs, is there any chance something can be ported over OSX side, since there's no way of listening to them otherwise.
by kode54 at 10:20 PM EST on February 28, 2015
Cog has the latest vgmstream, but not for file association, because I don't feel like editing all those dozens of extensions into the Info.plist.
by godzfire at 12:51 AM EST on March 1, 2015
Cog looks like a potentially great player, the only problem is, how do I access vgmstream's config menu to adjust it's playback? I like setting it's open not to fade and just continuously loop. I can do this in WinAmp.
by Kirishima at 10:44 AM EST on March 7, 2015
I've tried the foobar version a while ago by kode54, but i have a problem with it. Unlike the winamp version, this version ends up using half of my cpu's resources (a 2-core cpu). Is there any way to fix this?
by Kurausukun at 12:33 PM EST on March 7, 2015
Buy a better computer?
by kode54 at 4:02 PM EST on March 7, 2015
foobar version should not be using all resources of a single core, and the Cog version will loop indefinitely if you set track playback order to Repeat One.
foobar CPU fix by Yoshinkeru at 4:48 AM EDT on March 8, 2015
I used to wonder why my foobar would use so much CPU as well. I have both a desktop and laptop, and one time, I discovered that the laptop player was not using CPU. Eventually, I figured out that it was the library scanner setting; when I turned that off, it stopped using so much. Try that.
by Kirishima at 12:15 PM EDT on March 8, 2015
That fixed it... hopefully. Now I just need to figure out some weird playlist issues...
by fever1 at 1:08 PM EDT on March 24, 2015
Fatal fury battle archives 2 SVAG(m) still don't play in Winamp. There some info in page 51 about some keys but I don't know how to make it work.
by Koto at 1:00 PM EDT on March 28, 2015
The latest vgmstream doesn't support some idsp of Super Smash Bros. 3DS

snd_bgm_SEQ item Goldenhammer_3DS.idsp

It would be great that support for them can be added in the next release :3

See ya
by Richter X at 9:54 AM EDT on April 6, 2015
The "King of King's Song" MIB in We Love Katamari is stuttering in Foobar's version. Probably that interleave bug again.
by robotortoise at 8:02 PM EDT on April 6, 2015
I have a request: Can vgmstream be made to automatically implement looping cues whenever it spits out a .wav file?

Specifically, this kind:

I'm work with a lot of video game music in the Source Engine, and it's a huge pain to loop the .wavs manually. It'd be a huge help if someone could figure out how to get it to automatically export with the loop points intact!

P.S. One more thing: What's up with the google search results for vgmstream? Sourceforge and hcs64's file index come up, and neither of those have been updated in years. The kode54 github clone is the only recent one. Could the owners of those respective repositories either update the files, or delete them? I think it makes people (newbies) confused when searching for vgmstream....
by kode54 at 9:47 PM EDT on April 6, 2015
The latest version for foobar2000 may always be found at the official foobar2000 components repository, at:
by TheMygoshi at 10:36 PM EDT on April 6, 2015
There's a bug with .JOE files I can't play them with Foobar2000 it crash
by kode54 at 2:33 AM EDT on April 7, 2015
Please upload a file so that I may debug the issue. This will save me time versus downloading an entire solid compressed soundtrack from at 50KB/s.
by robotortoise at 5:44 AM EDT on April 7, 2015
Yep, thanks kode54! That vgmstream you linked works.

...Still doesn't export looping .wav files, though....
by kode54 at 5:55 PM EDT on April 7, 2015
foobar2000 itself can't export looping WAV files. However, you can use a script with something like foo_run to pass the loop points to an external tool that can write the smpl chunk.
by robotortoise at 6:57 PM EDT on April 7, 2015
Huh, sounds nifty!

Now to find someone who can write that script....
by TheMygoshi at 7:02 AM EDT on April 9, 2015
Here's joe file:!AIhwFZLJ!HGQEXSVcNEXhlYne3iA8W03jOGC7_LRyNHNIxNtawKM
by RebeccaSugar at 12:47 PM EDT on April 9, 2015
Any reason on why VGMStream doesn't support DSP linked 001/000 files anymore? I updated it and it just...stopped. The files are from Pokemon XD: Gale of Darkness
by kode54 at 7:10 PM EDT on April 9, 2015
According to the dual file stereo support in vgmstream.c, it only supports the following suffixes for file names:

"L" / "R"
"l" / "r"
"_0" / "_1"
"left" / "right"
"Left" / "Right"

Nothing about 000 / 001.
by TheMygoshi at 8:15 PM EDT on April 9, 2015
You saw the uploaded file, kode54?
by kode54 at 8:52 PM EDT on April 9, 2015
.VAI is not a supported file name extension anyway.
by TheMygoshi at 1:41 AM EDT on April 10, 2015
And this is a strange file nintendo dsp 4-bit adpcm. Coeffs are 0x2C but I don't know the interleave
by kode54 at 6:32 AM EDT on April 10, 2015
I thought you were uploading a file that crashed. I don't really handle the cases of unknown formats.
by TheMygoshi at 6:48 AM EDT on April 10, 2015
.JOE files crashs when I open them with vgmstream, like I said.
by kode54 at 7:20 AM EDT on April 10, 2015
Yes, and I asked you to upload one, because I don't want to search around for a complete soundtrack set that happens to contain one.
by TheMygoshi at 8:32 AM EDT on April 10, 2015
Sorry kode54 and here's the link of the JOE file
by kode54 at 10:56 AM EDT on April 10, 2015
Fixed, but it may not fix all the files correctly.
by TheMygoshi at 12:30 PM EDT on April 10, 2015
It works with all of the files. Thanks you! Is there a way to search for the VAI file?
by kode54 at 2:00 PM EDT on April 10, 2015
It's the mega link you posted on the previous page of the topic, claiming it was a joe file. The one you linked "HERE" on this page is actually a .joe file.
by Anonymous at 8:18 PM EDT on April 10, 2015
by TheMygoshi at 9:01 PM EDT on April 10, 2015
It's not a surprise. You linked a HP 2 link with SOUND.BIG. Why?? WHY?
by at 11:46 PM EDT on April 10, 2015
by Franpa at 5:15 AM EDT on April 20, 2015
Any updates since October 2014? I've got a bunch of MCA files that don't work...

edited 10:26 AM EDT April 20, 2015
by mr_kaja at 5:19 AM EDT on April 23, 2015
In the function init_vgmstream_3ds_idsp in ngc_dsp_std.c, why is this line:
if (channel_count != 2) goto fail;

Seems a bit strange to me since the rest of the function properly handles other channel counts.
I think those unplayable mono idsp files in ssb3ds would play just fine if this line was removed or changed.

And 1 more thing:
Does anybody have a clue what 'ca' in dsp_header is used for?

edited 11:14 AM EDT April 23, 2015
by manakoAT at 10:40 AM EDT on April 29, 2015
ngc_dsp_std.c, the "std" means standard... standard dsp is only one channel, same goes for 3ds_idsp i think!
by hcs at 6:28 AM EDT on May 2, 2015
mana, that file is for the meta readers that use the standard DSP header. Several formats that use a pair of such headers for stereo are in the same file.

As for why idsp only does stereo, I'm pretty sure it's just that that was all I had on hand at the time.

ca is the "current address", dsp headers are actually a snapshot of the current decoder state, which is sent to the dsp as a chunk and updated. For a file that hasn't started playing yet all the "current" stuff should be the initial value.

edited 11:59 AM EDT May 2, 2015
by mr_kaja at 10:00 AM EDT on May 3, 2015
Ok, thanks!
(Why do they keep doing that? Such a waste of space. :P)
by Franpa at 5:58 AM EDT on June 11, 2015
Okay I didn't realize there were multiple versions of the MCA file format, the files I have that don't work correctly are those from Monster Hunter 4 Ultimate. Someone else has made a thread specifically for that game now though, so maybe best to discuss this there.

edited 11:08 AM EDT June 11, 2015
by wiibomb at 10:42 AM EDT on July 8, 2015
finally I can post!!

anyway, can someone tell me where is that latest version of VGMStream? I cannot find it anywhere and the only one I'm seeing is the one from oct 2014..

I see someone finally opened a MCA file and I need to open those, too
by Mouser X at 12:50 PM EDT on July 8, 2015
The one from Oct. 2014 is the most recent official version. There's a couple other modifications out there that others have made (one adds AT3 support, the other fixes the pcm16 files), but there changes haven't (yet) been added to the official VGMstream build. Hopefully the changes made will be added (pcm16, I'd say, is pretty likely. It's a very recent fix though, so it hasn't had a chance to get added yet) eventually. As it stands though, the Oct. 2014 release is the most recent version of the official source. Mouser X over and out.

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