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by bnnm at 5:36 PM EST on January 8, 2017
Latests vgmstream changes:
- Added .nps extension [Venus & Braves PS2]
- Added ATRAC3/XMA in VAWX (.xwv) [Moon Diver, No More Heroes X360]
- Added .swag [Frantix PSP]
- Added PS2 VDS/VDM [Graffiti Kingdom]
- Added CXS [Eternal Sonata (Xbox 360)]
- (dev) Moved coding/layout/meta switch-case descriptions to list in formats.c
- (dev) Minor cleanups
- (dev) FFmpeg: remove ACCURATE_LOOPING flag now it's battle-tested


@vajuvaju - I think you misunderstand the list. Those are 'bad' XMA from joshw, should play ok if re-ripped.
Many come from packed XWB, which are problematic, but maybe I could add some kind of multistream support (GBS-like m3u?).
Other than 6ch support and some looping issues I'm investigating, XMA work fine.
by Knurek at 2:04 AM EST on January 9, 2017
Wouldn't it be better to make a proper XWB extractor? aluigi has one on his site, but it doesn't generate proper headers. It has a source included IIRC, so might be easiest to go that route.
by bnnm at 4:45 PM EST on January 12, 2017
Well, there is (some) support for single-stream XWB in vgmstream, and it would be simple to extend it to multi-streams.
Plus for preservation I'd rather have the original files (it's not really "proper" header if you make it up...).
by Infernus Animositas at 6:08 AM EST on January 13, 2017
I've got some original audio files from Quantum Theory for you to look at.

Quantum Theory Samples
by Knurek at 1:29 AM EST on January 14, 2017

Here are the samples for those unplayable 6 channel idsp files (alongside playable 2 channel ones):

Tekken Tag Tournament 2 - Wii U Edition (2012-11-18)(Namco Bandai)
by bnnm at 5:59 PM EST on January 14, 2017
Latests vgmstream changes:
- Added ATRAC3/XMA in GSP/GSB [Quantum Theory (PS3/X360)]
- Fixed GSP+GSB DSP total samples [Super Swing Golf (NGC)]
- Fixed 6ch "multi" IDSP [Tekken Tag Tournament 2 (Wii U)]
- Fixed SCD XMA [Final Fantasy XIII (X360)]
- Added SCD ATRAC3plus [Lord of Arcana (PSP)]
- (dev) reorganized some stuff
by plpl3000 at 9:44 PM EST on January 14, 2017
DRAGON QUEST X wiiu ver scd


by vajuvaju at 11:57 AM EST on January 16, 2017
foobar now crashes with the latest vgmstream update when trying to play the Tekken Tag Tournament 2 5.1 files. They worked perfectly with the previous update. foobar says the crash is caused by the waveform seekbar component (it, too, worked fine with the same files previously).
by bnnm at 3:00 PM EST on January 16, 2017
Latests vgmstream changes:
- Added SCD DSP Wii U [Dragon Quest X (Wii U)]
- Fixed regression in Xbox codecs
- Big speedup in test.exe, and Winamp/foobar seeking in some cases
- (dev) I/O optimizations
- (dev) easier Visual Studio builds for foobar/test/winamp


@vajuvaju - I think that'll be fixed soon, redownload later.
by vajuvaju at 4:06 PM EST on January 16, 2017
@bnnm Yes! All good.
by plpl3000 at 8:59 PM EST on January 16, 2017
@bnnm thanks,but play dq files foobar crashes,Some scd files does not work.

by plpl3000 at 9:06 PM EST on January 16, 2017
wiiu Romance of the Three Kingdoms 12 dsp files


by Kurausukun at 5:44 AM EST on January 17, 2017
Alright, I guess I'll make a post about this since it doesn't seem anyone is going to do anything about it. Currently, vgmstream calculates the loop-end samples from nibbles incorrectly in idsps and nus3banks. Moosehunter and I noticed this a bit back while looking at some other stuff. The takeaway is that the loop-end sample count ends up being 1 sample too much, so in the case that the idsp was truncated to the loop point, vgmstream won't actually loop it because it thinks the loop-end sample count is greater than the total amount of samples. I'm not sure if it's necessary or not, but I'll post the helper function from Moosehunter's library here that converts nibbles to samples:

public const int SamplesPerFrame = 14;
public const int NibblesPerFrame = 16;

int frames = nibble / NibblesPerFrame;
int extraNibbles = nibble % NibblesPerFrame;
int samples = SamplesPerFrame * frames;

return samples + extraNibbles - (extraNibbles != 0 ? 2 : 0);

edited 5:46 AM EST January 17, 2017
by kode54 at 1:52 PM EST on January 17, 2017
There was also a lovely regression due to changes like:

case some_case:
-case some_other_case:
- return some_value;
case some_unrelated_case:
case another_unrelated_case:
return wrong_value_for_some_case;

Happened with the same commit to both Xbox formats and NGC AFC.
by hcs at 2:28 PM EST on January 17, 2017
vgmstream has a function, dsp_nibbles_to_samples, which you can get by including coding.h, that does the calculation Kurausukun mentions.
by bnnm at 3:42 PM EST on January 17, 2017
Sorry for the regressions.
I do use a regression testing script, but I don't have all major formats in my test library yet.

@Kurausukun - You'll have to be a bit more specific because there are several "IDSP" variations.

@plpl3000 - I'll investigate why crashes, but and are SFX packs, no support for those.
by Kurausukun at 5:48 PM EST on January 17, 2017
I'm not sure what you mean by IDSP variations; I was under the impression there was only one kind. I'm talking about the ones that Smash Wii U uses, if that helps. All I know is that loop start is at 0x50, loop end is at 0x54, and total length is at 0x54. If you need an example of what I'm talking about, I can make one real quick and upload it, but hopefully this clears it up.
by Infernus Animositas at 4:07 AM EST on January 19, 2017
I've found some HCA files that do not decode properly.

They're stored in CRIWARE's .aax containers which usually contain more than one track.

Splitting them at the HCA headers doesn't seem to help as playback produces this weird distortion effect.

As always, samples are provided.

AAX/HCA Samples

Interestingly enough, using one of the first decoders "HCA2WAV" will decode the file perfectly.

edited 4:08 AM EST January 19, 2017

edited 4:28 AM EST January 19, 2017
HCA revolution by Ultrafighter at 8:16 AM EST on January 21, 2017
Huge thanks to whoever finally implemented the format into VGMStream! Now nothing really stands in my way and I can check out RgG5 rip on much more pleasant terms and in more convenient way. Brr! I hate to recall how I decoded a portion of Yakuza 5 highly compressed ADX files then waited for an update of a tool (or another one) then... well you can already get an idea. I'm also so happy because of smaller yet still significant wonder: the day I looked for Ryu ga gotoku: Ishin PS3 rip was the same day I found it, he-he... Muchas gracias to whoever did it!
Cheers, best regards!
by bnnm at 1:09 PM EST on January 23, 2017
Latests vgmstream changes:
- Fixed some SCD [Dragon Quest X (WiiU)]
- Fixed Koei Tecmo's WiiBGM DSP [Romance of Three Kingdoms 12 (WiiU)]
- Added NPS XMA [Beutiful Katamari (X360)]
* (ffmpeg) 6ch support for MSF/ATRAC3 [TTT HD, Caladrius Blaze (PS3)]
* (ffmpeg) 6ch support for XMA [Marvel vs Capcom 3, Tekken 6 (X360)]
- (dev) updated Visual Studio XMPlay; CMD compiling notes


@Infernus Animositas - The distortion seems like a bug in HCA Decoder.

@Kurausukun - SSB WiiU from joshw loops for me, even at the end.
Ex. snd_bgm_A27_3DL_SMB_Theme.nus3bank
loop start: 0 samples (0.0000 seconds)
loop end: 5627076 samples (117.2332 seconds)
stream total samples: 5627076 (117.2332 seconds)

edited 1:11 PM EST January 23, 2017
by Kurausukun at 1:19 PM EST on January 23, 2017
I haven't looked into the file itself, but it's possible that it actually loops at 562705. Or it's possible that something else is going on with the files they made. But I know for a fact that idsps that I make don't loop because the loop end is one sample ahead of the total samples, so vgmstream ignores it. I uploaded a file I made here, so maybe you can figure out what's going on with that. But I know it loops properly ingame and I know I fed it the proper loop points.
by plpl3000 at 4:03 AM EST on January 24, 2017
@bnnm Thanks a lot! good job!
Yet another awesome surprise! by Ultrafighter at 7:42 AM EST on January 24, 2017
Oh yeah, now Halo: Wars tracks are also easily listenable, hurray! It's not like I'm a big fan of XMPlay but are there updates for Winamp branch of this plugin in plans? Maybe someone is going to take a torch from HCS hands and become a new coder behind in_vgmstream?
PS. Offtopic - shouldn't most if not all BGMs from Halo: Spartan assault & strike for PC be in xWMA?
by plpl3000 at 8:29 AM EST on January 24, 2017
wiiu Ben 10: Galactic Racing 2 str files


wiiu Just Dance 2017 rak files


wiiu Just Dance 4 wav files


by bnnm at 1:33 PM EST on January 25, 2017
@Ultrafighter -

@Kurausukun - I checked your file and datasize=0x00727BE0 (7502816), loop-end=0x00727BE2 (7502818, *outside*), hence vgmstream ignores it.

I think the game just fixes loop-end = datasize when that happens.
Could you test if changing loop-end to something much bigger still loops?
I could fix vgmstream to do the same, but I don't think any real IDSPs would be like this.

The nibble-to-samples it's the same that what you posted btw.
by Kurausukun at 7:16 PM EST on January 25, 2017
You're right about that file, my bad. I don't know what happened that made it do that. But this time I have a file that I actually checked--the info at 0x44 and 0x54 are the exact same, yet the file does not loop. Here it is, and sorry for making this more complicated.
by bnnm at 4:44 PM EST on January 26, 2017
Ok, calculations and stuff look fine. The actual "problem" is that loop_end_samples are manually added +1.
This is on purpose (used in many other DSPs), maybe somebody could clarify why.

I'm guessing loop_end is the last nibble "not yet decoded", so transformed to samples you add +1 to count it as decoded (I hope I'm making sense).
So last valid loop_end would be datasize-1 (like mu prev snd_bgm_A27_3DL_SMB_Theme example).

Just in case, could you test if changing loop-end to something much bigger still loops? (=game ignores invalid offsets).
by Kurausukun at 9:18 PM EST on January 26, 2017
Alright, I tried making the nibble count at 0x54 much bigger. What happens is that vgmstream complains it's corrupted and doesn't play it. In-game, though, it plays perfectly and doesn't even add any silence to the loop. I'm not sure if it does a check to see if the loop-end is valid and then falls back to the sample count, or if it just ignores the nibble count altogether and uses the sample count instead, but there you go.

I did understand what you meant about the last nibble being not yet decoded, but this issue isn't present in any of the other DSP formats in vgmstream (e.g. brstm, bcstm, bfstm, hps, etc.), so I'd just like IDSP/NUS3BANK to behave the same way. Thanks for the help by the way.
by Ultrafighter at 3:17 AM EST on January 28, 2017
Thnx a lot bnnm, with so many new codecs finally implemented to vgmstream almost nothing is left to wish for in regards to its format support list... maybe just demu(ltiple)xed *.bik tracks?
BTW I remember that Tekken Hybrid (PS3) set where quite a few *.AT3 were previously unplayable and I have yet to try out those files. What I have to note however is that 6 channel MSFs from Silent hill HD Collection on PS3 are also playable now. I haven't checked out mono ones yet, if memory serves nothing but stereo ATRAC3 tracks was initially playable or at least convertible. Am I right? Anyway I'm currently going through all these fake surround mixes in SH3 part of this exact pack.
Cheers, keep doing what you do best! Sincerely yours, Ultrafighter.

edited 3:18 AM EST January 28, 2017
by mariofan12ify at 7:05 AM EST on January 28, 2017
Does anyone know if there's going to be any chance of looping for .xma files?
by Ultrafighter at 10:11 AM EST on January 28, 2017
Here's some small update on SH:HD Collection Alpha23's PS3 gamerip since a few tiny problems can still be found in it. There're 4 tracks, namely Credit_Surround_Loop.msf, Credit_Surround.msf (HD Collection directory), SH2a_Music_Loop ~ HD Collection Menu Music.msf (Silent hill 2 folder) & SH3a_Music_Loop ~ HD Collection Menu Music.msf (Silent hill 3 subfolder), which play merely gruesome static (or some high pitched noise if not worse) in VGMstream (both versions) and even if you use this script on 'em music in resulting at3s is quite distorted (but at least you can clearly identify audio as a tune and distinguish the melody in it). Can anything be done about the issue? I run into the same trouble when I attempted to make some use out of his rip which was initially posted on FFS forums but back in the day even Alpha's code couldn't fix everything as 5.1 MSF AT3 files were unplayable anyway.
Thanks for any help you can provide, let us all work together on making HCS natively encoded VGM collection even better than it's now! I hope those troublesome tracks I'm talking about will be dealt with eventually with your help.
by AnonRunzes at 11:11 AM EST on January 28, 2017
@Ultrafighter - I hate to ask this, but why do you write your posts as if the text is one big paragraph? Do you even read your own posts?
by Ultrafighter at 2:27 PM EST on January 28, 2017
Ah, sorry, I'll try my best to write as succinct and understandable as possible, I'm the first person to constantly remember about that issue of mine and try to fight it.
Hey Bnnm, do you know that MC3 was made decodable a year ago? Daemon1 from XeNTaX Forum created a tool for conversion of 3-bit ADPCM to PCM but I guess it'd be way more swell to make that codec playable, right? How about adding it to in_vgmstream? Author of that command line converter is able to give you (or Kode54 since I'm more keen towards foobar2000) source code for that utility so that you can implement format into VGMstream. What do you think about it?

Edit: most MSFs from SH2 aren't playable. 28 or so 6ch files with 342 kbps play normally but 154 (the 5.1 ones with 216 kbps) don't.

Anyone able to figure out the issue? IT'd be fantastic if this problem is solved somehow.

Bye, keep rocking!

PS. Now that I listened through (almost) entire SH3 MSF offering I can confirm all the tracks sound right when played straight from msf containers. It can be applied to 6, 2 or even 1 channel audio files. Some really great work you guys did recently on VGMstream: so many newly implemented codecs all play smoothly & brilliantly!

Cheers once again, goodbye!

edited 11:44 PM EST January 28, 2017

edited 11:46 PM EST January 28, 2017
by RetroFanatic at 11:47 PM EST on February 4, 2017
The newest version can play msf files? I'm probably sitting with an older version because winamp won't play it atm.
by Ultrafighter at 12:36 AM EST on February 5, 2017
You see, it highly depends on actual contained codec not container format itself since MSF is a container type just like FSB or SoundNodeWave. The only difference is that MSFs are only used on PS3 (maybe this also applies to XVAG) while others can be utilized just on any possible platform. These PlayStation3 exclusive containers typically hold MP3 or AT3 inside them but sometimes it's Sony ADPCM, all those codecs I just mentioned are supported for quite some time now. For example playback of *.msf files with simple PCM WAV in them (Terminator: Salvation for PS3) was possible years ago as well as those MSF files with interleaved ADPCM in them (some tracks from Smash cars for PSN). Probably MSFs containing AT3+ are also playable but I haven't tested samples of these yet. There additionally seems to be a trouble with most "Silent hill 2" 6 channel files coming from SH-HD Collection but I'm sure it'll be solved at some point.
I hope this clears nearly everything you've been wondering about, see you later. Bye!

PS. BTW Huge thanks to whoever finally implemented ATRAC3+ (or better say its AA3 variation) into VGMstream: I seriously thought about reripping "Fist of the North star: Ken`s rage 2" for PS3 just to get initial AT3s instead of AA3s converted with a QuickBMS script by Alpha23 (it was the only way to listen to them back in the day you know) but it's no longer needed because those *.aa3 files are now easily playable via our beloved plugin (so Sony Sound Forge isn't the only option available to us ATM!). Once again big thnx for adding AA3 & xWMA to the list of supported codecs! I've yet to check OMA but it's no big deal if it's still not there (in a list of formats known to the latest vgmstream rendition I mean).
by bnnm at 4:38 AM EST on February 5, 2017
Latests vgmstream changes
- Added Omikron: The Nomad Soul IMA .ADP
- Relaxed IDSP loop checks
- Fixed mono .ADS [Gauntlet Dark Legacy (GC/Xbox)]
- Fixed .MSA sample count [Psyvariar (PS2)]
- Added .str extension [Ben 10: Galactic Racing (PSV)]
- Added basic multistream FSB4 support
- Fixed some SGXD
- (dev) Xenoblade 3D DSP .adx cleanup and minor fixes
- Added looping MP4 (.lmp4) [FFV iOS, FFDimensions iOS, Tales of Hearts R iOS]
** needs renaming .mp4 (ToHr) or .bin (FFV/FFD) to .lmp4
- Improved .MSF [Silent Hill HD (PS3), Digi World SP (PS3)]
- Added BIK/BIKa 1/2 [various game movies]
- Added FSB4/5 multichannel ADPCM
- Fixed FSB5 sample rate and channels
- (ffmpeg) Added 6ch joint stereo


@Ultrafighter - SH HD and bink now work (OMA too). Some MSF have a click at the beginning I'll fix later.

@Retrofanatic - it plays all MSF.

@mariofan12ify - XMA loops fine. Many sets around are badly ripped though.

@Kurausukun - vgmstream now should loopsthose IDSPs (channel headers must match).
Note that brstm/hps/etc AFAIK use "custom" headers, so I assume their loop_end is normal ("last nibble decoded").
While IDSPs use "Nintendo" header, created by the official DSP tool, so loop_end needs +1 ("last nibble not yet decoded"); same for any DSP with those headers.

Ben 10: bad rip?
Just Dance 4: remove the first 20 bytes up to RIFF and rename to .sns
Just Dance 2017: DSP? try creating a GENH (see here for help)
by mariofan12ify at 8:02 AM EST on February 5, 2017
Oh ok. I guess all the .xma games I have just don't loop. Also, do you know what file type Final Fantasy: Brave Exvius has?
by marcusss at 8:38 AM EST on February 5, 2017
Thanks for the updates !

Dead or Alive series xma works and loops fine which is great.

Castlevania Harmony of despair xma still don't work so this is an example of a game which music needs a rerip hey since any/all xma should work now right in vgmstream?

edited 8:40 AM EST February 5, 2017
by Vector Harbor at 8:45 AM EST on February 5, 2017
I would like to know if someone will be able to add .wem files to it you know the same for the xma files ? Yes i know these are different format... but it for resolving the problem with metal gear rising one in the because i failed to convert these in a playable format...I got only 4 music converted and the rest is not u_u
by mariofan12ify at 9:39 AM EST on February 5, 2017
I asked about the .xma looping thing because I downloaded Nuts & Bolts' .xma files and they don't loop.
by bnnm at 12:35 PM EST on February 5, 2017
@mariofan12ify - Brave Exvius is .HCA inside ACB (extrac w/ vgmtoolbox).
Here are the base app BGM. You would have to install, download and take the rest from your iDevice.
Nuts & Bolts is a bad rip with no loop points (like most joshw XMA sets).

@marcusss - Castlevania HoD is .XWB xma which I'll add support later.

@Vector Harbor - MGR PC I don't know about the format. If you mean MGR X360, I'd need samples.
by Vector Harbor at 1:17 PM EST on February 5, 2017
It actually available here :;O=D
by Ultrafighter at 11:38 AM EST on February 6, 2017
@bnnm - Thanks for another huge update and keeping foo_input_vgmstream up to date too! I remember those 30 or so mono tracks in Gauntlet: Dark legacy for XBox, I even decoded them all once and tried lowering sample rate in audio editor of my choice but WAVs still sounded distorted. Maybe other important values like interleave were also messed up in their headers...
Metal gear rising: Revengeance PC Rip by !!!!! (or simply demon2warrior) has 5.1 ADXs for audio tracks from video and mostly 3.1 single-track WEMs for BGMs. I successfully decoded all of them with ww2ogg but I can see how implementation of those *.wem files can be useful. You see WEM sound banks in that title hold one composition or jingle in each "bigfile" so playing them directly would be nice. Also some folks should be glad to finally play Wwise Vorbis without the need to convert it to standard OGG first.
by Vector Harbor at 11:53 AM EST on February 6, 2017
The link is not available anymore...
by Ultrafighter at 6:25 AM EST on February 7, 2017
Hi Bnnm, is it possible to fix these sets? In ESPN International winter sports 2002 rip more than half of provided DSPs is unplayable at the moment, in Evolution skateboarding set merely 3/24 *.dsp tracks are currently playable (back in the day most if not all of them played right when I originally listened to the very same set years ago), all the DSP files in SSX 3 gamerip can't be played & SFX soundbanks from NFL Blitz 20-03 are also unusable ATM. Obviously there're complete sets available here, there or in this section of VGM archives.

For that NFL VG I additionally included *.gsb files, maybe they're needed somehow? My guess is that although they're not plain text scripts or archive headers they may help anyone dealing with actual audio banks in the game. That's why whatever assistance you can provide would be highly appreciated. Of course there's no rush to make those troublemakers playable and I can wait for you to deal with the problem.
All the best!

PS. I once opened those troublesome files in FastElbja's ADPCM Player v1.44h and saw play lengths for all the tracks from Evolution skateboarding, ESPN 2002 & SSX 3 but I couldn't neither play 'em via that program nor convert them because each attempt at playback or conversion simply caused that tool to crash... I'm also too lazy to search for some old rendition of vgmstream which may (or may not) play those DSPs.

PPS. Enormous THANKS for implementation of BIK into in_vgmstream, now we don't have to reserve many Gigs of space just to be able to listen to tracks encoded using that format!

Edit: I hope it's not too much to kindly ask you to look at another pack of currently unplayable files? These are 6 channel MP3s which can't be dealt with using fsb_mpeg as usual. That utility dumps 3 files per track but they're not stereo ones as expected and high reverb plus other sound glitches are intolerable. Such nasty FSBs are also found in X360 ver. of another VG, Legends of Wrestlemania. I included only X360 TimeShift samples though (a pair of original single-track FSBs & two files originated from some multi-stream FSBs: I split those using fsbii by hcs64), most *.fsb files are identical on PC and X360 anyway.
Thanks in advance for any help! Best regards, Ultrafighter.

edited 6:31 AM EST February 7, 2017

edited 8:40 AM EST February 7, 2017
by Ultrafighter at 10:03 AM EST on February 9, 2017
Hi bnnm, may I offer some more samples to look at? This time they're all XMAs, a pair of stereo ones and 2 examples of quad XMA1.
They come from KOF: Sky stage, JoJo`s bizarre adventure HD or Marvel Ultimate alliance. The first two sets were made by Alpha23 while MUA was ripped by me; both stereo XMAs decode to PCM just fine but can't be played and Ultimate alliance 4ch samples convert to 4 mono WAV files by ToWAV.
Important note: I saved MUA's *.xma files untouched although it's not very convenient to reconstruct a pair of stereo layers (ambience with BGM & the very same track in form of absolutely clean music) per most BGMs; I also encountered such XMA tracks in The outfit, an exclusive title for X360, so I can post samples from that VG on your request.

Bye, I hope I'm not too annoying as I'm simply trying to contribute in some way (if only by giving feedback or writing down my proposals).
Sincerely yours, UF.

PS. And I believe this message won't be taken for double-post? It's been almost 2 days since my last post so I hope I'm OK.
by bnnm at 1:52 PM EST on February 9, 2017
NFL and SSX3 seems SFX banks but I don't think I can add (I don't see the DSP "coefs" but I'm no expert).
Evolution maybe bad rip? (they have unusual filesize with unexpected padding at the end).
ESPN I can fix.

Multichannel MP3s I'll add later.

Jojo/KOF have transmogrified XMA (just say NO to that stuff).
Proper rips: Jojo, KOF (good thing XBLA games take minutes to rip)
KOF won't loop but I'll fix.

MUA is the first proper multichannel XMA1 I see, thanks for the clean files. Probably I can add to FFmpeg.

I don't mind proper requests but no ETA.

edited 1:53 PM EST February 9, 2017
by AnonRunzes at 2:19 PM EST on February 9, 2017
@bnnm - "Multichannel MP3s I'll add later."
Including XVAG files and other formats that might support these 2+ channel MP3 stuff?

edited 2:27 PM EST February 9, 2017
by bnnm at 2:37 PM EST on February 9, 2017
Maybe, if you post game names/samples.
by AnonRunzes at 3:10 PM EST on February 9, 2017
^ Well, I could do just that if not for being stuck on having to use some Android-based smartphone because I broke some old PC (it could be because I didn't treat it well) while waiting for the new PC to come.

Seriously, I really want to help. So forgive me if I didn't do exactly that today.
by bnnm at 6:17 PM EST on February 9, 2017
Well, the only multichannel MP3 I know about are from Dark Souls 2 and those Ultrafighter posted.
I can get stuff from joshw but I need some pointers.
by AnonRunzes at 7:19 PM EST on February 9, 2017
Journey (that PS3 game) used XVAG for its audio. That's all I know.
by Infernus Animositas at 8:29 PM EST on February 9, 2017
Sly Cooper: Thieves in Time and The Last of Us both used multichannel XVAG.

EDIT: So does The Unfinished Swan.

edited 8:45 PM EST February 9, 2017
by AnonRunzes at 12:31 AM EST on February 11, 2017
So, I got a new computer. And within it, new samples.

Metal Gear Solid HD Collection (PS3) - .msf

I'll bring up the .xwma samples from the Xbox 360 version of that same game when I have the time.

edited 12:32 AM EST February 11, 2017
by mogikihei at 9:54 PM EST on February 11, 2017
Is it possible to support PC-FX ADPCM?

Mono data
Doukyusei 2

Der Langrisser FX

Stereo data

bin - raw data
genh - Genh created with 4-bit IMA ADPCM (Volume is unstable)
mp3 - converted with fx2wav

edited 9:56 PM EST February 11, 2017
by kode54 at 10:50 PM EST on February 11, 2017
Any relation to the Yamaha ADPCM used by the Dreamcast? That has an internal clamp of all scaled deltas to ±32767.
by AnonRunzes at 6:46 PM EST on February 14, 2017
Here`s another sample:

These .mss files came from the Xbox version of Shellshock Nam` 67, not to mention they use a different codec in that version*.

*There`s a codec sign at 0x19 in a .mss file. 0x08 indicates that the file uses the Xbox ADPCM codec, while 0x48 indicates that the file uses the PlayStation ADPCM codec. See where I`m going with this?

edited 7:01 PM EST February 14, 2017
by marcusss at 7:16 PM EST on February 15, 2017
Hi bnnm,

If possible could you add support for Kameo, Elements of Power as the music is good.

The format is .DNBW

I'm guessing it is a container or something as some file names are like sfx or video clips etc.

Here is 1 file of the format

Kameo Example


by AnonRunzes at 11:53 AM EST on February 18, 2017
And finally...

Metal Gear Solid HD Collection (Xbox 360) - .xwma

Okay, I`m done now.

edited 11:53 AM EST February 18, 2017
by bnnm at 2:42 PM EST on February 18, 2017
@AnonRunzes - not enough samples, and how were they extracted?

@marcusss - that's XWB, I'll add later.

@mogikihei, @kode54 - Apparently a variation of OKI ADPCM (Dialogic VOX). Implemented in mednafen, maybe FFmpeg and SoX.
I may add this later if I decipher mednafen's code.

Also, maybe somebody can help me identify this codec: AKB samples
From SQEX's iOS games, some kind of ADPCM or PCM. Data starts around 0xC0 or 0xD0.
by AnonRunzes at 2:52 PM EST on February 18, 2017
@bnnm - "not enough samples, and how were they extracted?"
Wait a minute, are you saying you want me to bombard you with MORE samples!?

Anyway, these .mss files were extracted from the XBOX version of Shellshock Nam` 67 using my own script.

These .msf/.xwma files came from their respective versions of Metal Gear Solid HD Collection. I used the script for extracting the files in the Xbox 360 version of the game(yeah I modified the script for assigning 32-bit hashes as the filenames), while for the PS3 version I used the script.

Is that enough explaining for you?
by bnnm at 3:16 PM EST on February 18, 2017
Well, I can't do much with a couple of samples per format. Maybe somebody else can.
by AnonRunzes at 9:12 AM EST on February 26, 2017
Umm, hey. So, I just came here with a few samples coming out of the Xbox 360 version(and the only one I have in my HDD) of the 2007 Shadowrun game. Here:


This was the first game to use the "Wwise" middleware.

edited 10:00 AM EST February 26, 2017
by Ultrafighter at 2:04 PM EST on February 26, 2017
It seems to be a mixture of typical X360 formats but nothing Wwise specific. I managed to play 27 files as Big Endian 16-bit PCM (changed their original extensions to "lwav") and 5 other ones as Xbox Media Audio 2 (adding them to playlist as *.xma tracks). 42 remaining ones also appear to be XMA2 with standard "RIFF WAVEfmt" headers but proper support for them should be added I guess. We can always return to old procedure of decoding XMAs to PCM with ToWAV I guess if we can't wait to listen to these currently unplayable tracks.
Bye, I hope I was of some help to you!

BIG Edit: here's a set with changed extensions containing files ready to be played (*.lwav;!*.xma) or converted to PCM with ToWAV (*.xma). I believe this will save you quite some time if you don't wanna go into renaming given WAVs all by yourself.

BTW huge thanks for providing the streams, I've been wanting to check Xbox version of the game for years now but I couldn't find any decent DL links for an image. All I had for a very long time was PC rip where BGM was mostly in 4-bit IMA (?) ADPCM but you had to scan some bigfile (base.* or something) to find & extract them.

Cheers, all the best and see ya soon!

edited 2:33 PM EST February 26, 2017
by AnonRunzes at 2:28 PM EST on February 26, 2017
Well, I think I`ll just wait for proper support of these files. I don`t want to rename them to other extensions though, since this was how the game stored its files as(there was no .wem back then).

EDIT: I see you`ve already provided a set for those. Thanks.

edited 4:17 PM EST February 26, 2017
by RetroFanatic at 2:41 PM EST on February 28, 2017
The r1050 version of vgmstream won't show up in winamp's plugin list. Why? I've tried simply replacing the old file and uninstalling it properly.

Btw, don't remember if I asked this but can I make vgmstream loop mib files in some way?

La Pucelle Tactics uses that format, for example.

edited 3:35 PM EST February 28, 2017
by marcusss at 11:33 PM EST on February 28, 2017
Hi again bnnm. Are you able to support the PS3 game, Folklore aka Folkssoul which has .sgb files which look like compressed or a mess in a hex editor..

The game's music folder does come with header files too.. I included a couple .sgb files and the BGM header?? file which is .bi5.

Inside the .bi5 file it mentions BGM files

like this


I can see in the middle there is constantly waveh mentioned..

I have the soundtrack but hey the game might have more and it is not on Joshw so :-)



edited 11:33 PM EST February 28, 2017
by bnnm at 1:50 PM EST on March 1, 2017
Latests vgmstream changes
- Added AKB support for OGG/alt AAC [SQEX iOS: Dragon Quest 2-6, FF6, TWEWY]
- Relaxed loop validation in Nintendo "standard" DSP [ESPN 2002]
- (dev) FFmpeg preparations to fix some decoders with encoder delay
- Added multichannel XVAG MPEG [Uncharted 3, The Last of Us]
- (dev) MPEG tweaks
- Added Fairy Fencer F: Advent Dark Force looping OGG support [by haolink]
- Redone XWB with full support [many XBOX360 games]
- (dev) XMA sample reader tweaks

To split multi XWB I made this tool: xwb_split


XWB issues (examples needed):
- PCM8bit, WMAv1 (XBOX) and WMApro (late XBOX360/Windows) not tested
- XWB compact mode not tested
- earlier (XACT2) MS-ADPCM looping not tested
- XACT2 v35/36/37 may not play correctly (~few mid 2006 games)

xwb_split expects a companion .xsb to extract names in proper order (not lineal) but can be ignored with -i.
xwb_split XSB issues (ignored with -i):
- not all XSB are parsed ok
- in rare cases the name order is not ok (Ikaruga, Mushihimesama SYS_SE).
Since xwb_split usually works with unordered names, it may be a problem in the .xsb itself.
- XACT1 XSB (XBOX) barely tested
- XSB with different number of sounds vs XWB streams don't work yet

@ marcuss - Rename the .sgb_ to .sgb and put these .sgh headers in the same folder (extracted from the .bi_). Maybe you could upload the music later too.
by marcusss at 7:03 PM EST on March 1, 2017

Thanks for the updates and.

Thanks as The music works. There are environment files which I assume is just background noise , movies and rtd files all which have a header file and are all in sgb format.

I will upload when I get some spare time

Some songs are like 10 mins or 27 mins and seeking doesn't work to skip ahead so must just be the file type ??



edited 7:20 PM EST March 1, 2017

edited 6:37 PM EST March 2, 2017
by Ultrafighter at 8:19 AM EST on March 3, 2017
Hey Bnnm, thanks for that ESPN fix but may I expect implementation of those 5.1 MP3 in FSB containers any time soon? I'm talking about TimeShift PC&X360 samples I posted awhile back and their relatives from WWE Legends of Wrestlemania on PS3.
Best regards, Ultrafighter!
by marcusss at 11:24 AM EST on March 3, 2017

Games like castlevania harmony of despair and Earthworm Jim xma (xwb) still refuse to play for some reason even with the update.

Oh well it is always great seeing you making progress

by bnnm at 2:12 PM EST on March 3, 2017
@marcuss - both work for me (actual rips, not joshw stuff)

@Ultrafighter - multichannel MP3 FSB works but not for all games, it's disabled until I understand why.
Meanwhile you could post some WWE samples.
by Knurek at 4:50 PM EST on March 3, 2017
@bnnm: Care to share the fixes?
by kode54 at 8:44 PM EST on March 3, 2017
He is sharing the fixes, as he assembles them into his repository, then performs pull requests. Like any responsible coder, he is packaging them up in a usable fashion, rather than haphazardly publishing unfinished code that doesn't even work.
by hcs at 11:56 PM EST on March 3, 2017
To add to what kode said, you can find bnnm's builds here, but he regularly sends kode54 pull requests (closed ones here) which get merged into kode54's main repo (gitlab calls these "merge requests" which is probably a better name).
by Sir-Sabin at 12:50 AM EST on March 4, 2017

Can you post the files that work (the xwb files) if you can and thx in advance
by Knurek at 1:31 AM EST on March 4, 2017
@kode54: I'm not talking about VGMStream builds, I know how to get them. :)
He mentions bad XMA rips on JoshW mirror, and having "actual" rips - would be great to have the correct files up on JoshW.
by Sir-Sabin at 6:53 AM EST on March 4, 2017
What ones are bad? and also Blue Dragon xsb file makes say ERROR: number of streams in xsb different than xwb (xsb 85 vs xwb 84 in xwb_spilt
by marcusss at 11:17 AM EST on March 4, 2017
Glad at least Kameo - Elements of Power now works It had extension .DNBW but after renaming it to .xwb it works fine !!

edited 11:24 AM EST March 4, 2017
by Knurek at 11:31 AM EST on March 4, 2017
Heads up:

Blaster Master Zero rip

Seems to have both 3DS and Switch music data (BCSTM and Unplayable BFSTM files).
Might be worth looking into the later. :)

edited 11:31 AM EST March 4, 2017
by bnnm at 2:42 PM EST on March 4, 2017
Rips I'll upload soon. I was trying to fix the name order bug in xwb_split first. I think I did (what a bizarre format XSB is), so.

joshw XMA list of (possible) bad rips:
Not necessarily correct or complete. I was hoping other people would try to fix them tho. :(

@Sir Sabin - I've updated xwb_split, use -s 1.
Blue Dragon looping doesn't work currently so you can't put Eternity on repeat forever yet.
by AnonRunzes at 3:09 PM EST on March 4, 2017
I do have the Xbox 360 version of Pac-Man - Championship Edition DX, though.

Here`s a sample from all the .xsb/.xwb/.xgs files in their untouched form(both the base game and DLC):

"I was hoping other people would try to fix them tho. :("
I do want to implement new stuff on vgmstream, but I have no idea how to program a programming language that`s being used by it. Which is why I just post samples from random games anyway.
by Ultrafighter at 9:31 AM EST on March 5, 2017
Hi all, I've just made another sample pack with files from quite a few titles this time and there's hope some or most formats represented in it can be implemented into VGMstream. Here's an overview of what's contained in my package:

1) Spy hunter 2 STMs: I'm really interested in finding a way to play back these tracks or at least convert them to PCM or something playable because SH2 probably has the best original score in the series (even soundtrack from Nowhere to run is too generic although good) but this is merely my own IMHO. This is my second attempt to rip BGMs from the videogame and this time I'm much more destined to make some use out of these files with "STMA" headers.
Search on XeNTaX forums shows that apparently Red dead revolver utilizes the same audio codec (?) and type of sound bank (it's also called Streams.dat as in SH2). BTW I extracted those individual files out of an archive with Watto's Game extractor. In any case I don't see high chances that extraction itself went wrong so it's more likely I discovered some format which is used pretty rarely and probably by just a few dev companies out there.
Most tracks are identical on both platforms but PS2 supposedly has some exclusives. It looks like all VGM, VO & ambiance in the title was encoded using the same codec so I included a pair of example files from each group.

2) Spy hunter (2001) PCMs: those were in "mc3" folder on GC disc but their headers are quite different than those of real MC3s used on PS2 console (this exact game also utilizes aforementioned codec with identifier "MPC3" on XBox and PC). I put some BGMs & voiceovers in the compilation of mine as they both have similar headers and the very same extensions.

3) (WWE) Legends of WrestleMania for PS3: only tracks I split with FSBii for now, I'm trying to reacquire original FSB bank holding four seemingly test 5.1 tracks but it can take quite some time. I uploaded 2/4 samples as they're essentially the very same song but starting from different position in each variant of the track.

4) "Mission: Impossible. Operation Surma" + "Terminator 3: The redemption" for GC: I guess it's some DSP variation so it might happen that slight header alteration or simple change of extension would be enough to make these files playable. Both VGs use MPK archives that can be dealt with using Watto's Game extractor and every sound file contained there has *.mds extension. All tracks have "MPDS" codec (?) identifier and this can be said about any piece of audio used in the game be it music, SFX or voiceovers.

Link. Thanks in advance for any help you can provide or just every nudge in the right direction which helps me get those tracks playable or convertible!
Best wishes, Ultrafighter. See you in a bit!

Edit #1: I dunno what's wrong with Eat lead / XMA1, I can be wrong but I'm almost 100% sure I simply zipped up *.xma files found in some directory of disc image. I mean they're readily convertible so I didn't see any reason to change them in any way (this usually implied stripping original headers and adding new ones with Alpha23's BMS script, sometimes parsing headerless streams with HCS's XMAParse).

As for nail'd / XMA1 I extracted contents of all XWBs with ALuigi's UnXWB tool, removed initial XMA headers (since they're not decodable by ToWAV in most if not all cases) with a respective script and replaced them with another BMS by Timo (both can still be found in his own thread on XeNTaX forums). Nothing serious has been done to each stream itself I believe (just header manipulation as Alpha'd call it) and the whole procedure was quite typical and simple. I processed numerous titles that way and only resorted to xma_test.exe when tracks weren't convertible with towav.exe even after new headers were slapped on 'em.

I hope this clears up something, bye! I guess I can remember how I ripped most VGs I posted here and tell you all about it.

edited 12:46 PM EST March 5, 2017

Edit #2: It'd be also great if someone rerips Perfect Dark zero & especially Over G fighters. They might have most standard 16-bit PCM but with reversed endian (big instead of expected little one if I recall correctly) which caused it to sound like static when extracted with unxwb by aluigi. Over G fighters had all its music in that format and in PDZ at least 85% BGM was encoded using that kind of WAV. Perfect Dark prequel had its PCM tracks mostly in stereo but there're some quad ones as well.

I'm surely not demanding anyone to redo my possibly incorrect rips but I'd gladly listen to those great soundtracks whenever possibility arises. I mean it's never late to refresh your memories about a nice score, isn't it?
Goodbye, all the best!

edited 1:03 PM EST March 5, 2017
by bnnm at 4:47 PM EST on March 5, 2017
latests vgmstream changes
- Fixed some XWB XACT2 looping [Blue Dragon, Prey]
- Added basic multi-stream FSB5 support
- Added SFX SGXD support
- Shows stream numbers in the description (few multi-stream formats only)


Eternity can now be looped for... eternity (har har).

Also I've posted them rips and updated xwb_split again, should get all names correctly and cover most cases (if given proper flags when asked).

@AnonRunzes - Fix as in "re-rip the game and upload it".

@Ultrafighter - most PS2 .stm are playable renamed to .ps2stm. Others I'll check later.
Eat Lead is a 2009 game so it'd be weird it used XMA1 (they stopped using XMA1 around 2007), same with nail'd (2010).

I suggest you xwb_split and the latest vgmstream for all your XWB needs (should support PCM big endian).
I don't think any of those bms/unxwb/whatever extract loop points, and seem to questionably change XMA packet headers, causing problems.
by AnonRunzes at 4:54 PM EST on March 5, 2017
@bnnm - "Fix as in "re-rip the game and upload it"."
Well, let`s just say that sometimes I don`t really like to be stuck in this whole "re-rip every game that has "wrong" rip by having every single audio file used in the game intact" routine. And no that doesn`t mean I use fail tools for ripping audio files such as unxwb or anything like that.

I do want to help though.

edited 5:32 PM EST March 5, 2017
by Ultrafighter at 1:13 AM EST on March 6, 2017
Huge thanks for your advice Bnnm, apparently most music files are already supported by VGMStream but I've just started listening through them all. All speech~*.stm are unplayable though (as they're in mono I guess) and a few supposed BGMs like all menu0#.stm which are only found on PS2 (I included one of those in my original package I'm sure).
See you!
Edit #1: It looks like the very same or at least similar format was implemented earlier with extension "stma", it was probably done to make files coming from "Midnight club 2: LA remix" (PS2 ver.?) playable. As for SH2 tracks it's possible that vgmstream wrongly recognizes interleave values for files which are unplayble ATM (with stm extension that is).
I hope this helps you a bit, as for now I'm over and out. Best regards!

edited 2:21 AM EST March 6, 2017
by marcusss at 7:58 AM EST on March 6, 2017

Just curious. Apparently a guy ripped PD HD on XBLA and shared it online.. The files are apparently all there from the game I was wondering if anyone knew how to get the music out of the game? It has files like..


and some others...

Most of the size of the folder is textures. I can't find much in these files in regards to music.

edited 12:13 AM EST March 7, 2017
by bnnm at 5:07 PM EST on March 6, 2017
@AnonRunzes- I see. I'm surprised you don't mind those loopless rips, but I won't insist anymore.

@Ultrafighter - .ps2stm is alt .stma, you can use it instead. Menu0 and some speech look like a variation of the codec (DVI IMA), header @ 0x10 is usually 0x04 but the unplayable ones have 0x10. (Ex. speech~L3.2_100.stm 0x04 vs speech~L3.3_000.stm 0x10, both mono so no interleave bug).
I don't recognize the codec so until somebody identifies it I can't do anything.

For Spy Hunter 1 GC you need to create a .GENH with PCM 8-bit, 1 channel, 32000hz

Terminator 3 GC is DSP, I can add it but somebody needs to find the "coef" table (in the exe or some outside file I assume), it sounds garbled/static-ky otherwise.

@marcuss - I don't think it has XMA music (maybe it's playing the original N64 sequences?)
by marcusss at 6:33 PM EST on March 6, 2017
Yeah was just curious.


edited 12:07 AM EST March 7, 2017
by Ultrafighter at 1:58 AM EST on March 7, 2017
Hello Bnnm! What about "Mission: Impossible" though? I'm much more interested in its score than in Terminator's one so I can try and find those coefficient tables for the first time in my life if it helps making MDS files from "Operation: Surma" playable.

@Marcuss - I suggest you scan PackedSegFile with this script but it's just a wild guess because apparently Pacman Championship Edition DX uses such codec (?) for music. Before doing it I'd advise you to search for "segs" strings in that bigfile but for that you'll have to open it in just any hex editor you choose (but definitely not Notepad!). I suppose all audio from the title can be in that SEGS format so it wouldn't hurt checking XMASpeech.dat too for those "segs" strings.

Bye all, see you soon!
by Ultrafighter at 4:51 AM EST on March 9, 2017
Hi Bnnm, do you still want to get some Bioshock 2 samples? I was going to try and acquire some PS3 FSBs from the very start but had quite some difficulties attempting to find them. Anyway I've finally gotten 1-2 multiplayer banks and two singleplayer archives so I can share them here if you wish.
Best regards!
by plpl3000 at 11:03 AM EST on March 10, 2017
Warhammer 40,000: Dawn of War aifc files

Vgmstream does not support

by bnnm at 8:05 PM EST on March 10, 2017
Latests vgmstream changes:
- Added GENH codecs: ATRAC3, ATRAC3plus, XMA1, XMA2, FFmpeg
- Added "short" MPDS (coefs missing) [T3, MI: Operation Surma (GC)]
- (dev) IMA/GENH/SCD cleanup; HCA ext check


@Ultrafighter - Yes, Bioshock 2 samples would be useful for multichannel FSB research.

I added T3/MI but as I said without the DSP coefficient table it will sound bad.
Said table may be in the EXE, external file, music files themselves in a format I didn't recognize (@0x10-0x20?), or just generated on the fly.
Your best bet is to ask in Xentax (daemon1?) or have somebody debug the game with a GC emu to get the values/formula.
by Ultrafighter at 11:11 PM EST on March 10, 2017
Are you sure there should be multichannel tracks in Bioshock 2? I checked 4 FSBs I got and all VGM contained in them is either in mono or stereo.
As for T3 & MI:OS I was afraid from the start that decompiling an executable file is probably required... but it can actually be a pretty much possible task if the right person's asked to do it. Anyway I'll talk about it with him really soon and hope he can set it on his queue.
by bnnm at 3:42 AM EST on March 11, 2017
FSB MPEG/MP3s (multichannel or not) use "padding" that I need to fully figure out for multichannel to work (some games don't follow the usual padding rules).
I'm specially interested in Bioshock 2 since it was mentioned here that has inconsistent padding.

Even better if you can tell me about games that use FSB MPEGs (and upload samples if they aren't in joshw). I have these:
- FSB3/4 MPEG: DJ Hero, Dragon Age Origins, Forza Horizon, Legends of Wrestlemania, Shatter, TimeShift, Way of the Samurai 3/4.
- FSB5 MPEG: Duck Tales, Dark Souls 2, FF X/X-2 HD

EDIT: ok, I found lots of FSB4 MPEG, but I'd still appreciate Bioshock 2 and FSB5s.

edited 6:21 AM EST March 11, 2017
by Ultrafighter at 1:06 PM EST on March 11, 2017
Bioshock 2 FSBs: 2 MP + 2 SP ones, the smaller ones this time. If you need more I'll try to get new ones.
Take care!
by kode54 at 1:38 AM EST on March 12, 2017
I also wasn't aware that the FSBs were requested from any given platform. I was considering supplying them from the PC version, but I wasn't sure I wanted to download that much data just to acquire them.
by bnnm at 8:11 AM EDT on March 12, 2017
Thanks, don't worry though. I was hoping somebody would have them in handy (any platform) as it would be faster but at worst I can get the game myself.

I think I got it figured out though (Layer III/MP3s are padded while layer II/MP2s are not, despite what the FSB header says; I haven't seen nor I think FMOD supports Layer I), seems to work for all FSB but I'll do some more FSB5 testing first.
by Ultrafighter at 9:09 AM EDT on March 12, 2017
Anyway I hope another two pairs of example files won't hurt anyone so here're some more samples... for science! BTW big thanks for making rip of The rumble fish 2 & posting it here, somehow I kept forgetting about the need to say something like this until now.
See you!
by bnnm at 5:27 PM EDT on March 14, 2017
latests vgmstream changes:
- Added padded and multichannel FSB MPEGs [Dark Souls 2, Timeshift, DJ Hero]
- Added FSB5 XMA [Minecraft Story Mode (X360)]
- Fixed mono FSB5 MPEG total samples
- Added little endian BFSTM [Blaster Master Zero (3DS)]

Now should properly parse padded/interleaved FSB MPEGs of any channels (before mpg123 was resyncing, sometimes failing).
I tested it quite a lot, but if problems are found it could be enabled for >2ch files only.


The only 'regression' I found is PS3 Kingdoms of Amalur in joshw. I think it wasn't properly split though, because there is no MPEG frame at start_offset, and the new decoder expects it (rather than resyncing, unlike the normal decoder).

Some files have a "click" in the first frame but I think that's a encoder delay issue I'll check later.

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