(05-23-2019, 03:01 AM)uyjulian Wrote: Relating to audio: The game uses sequenced audio files in MuseX audio file format. You can use an extraction tool to extract info files to the standard pool/proj/sdir/song files, then use amuse to play and convert the files between MuseX song format and MIDI. musyx-extract can extract and reinsert GameCube DSP samples from sdir/samp files.Wow, these resources are amazing and save me a ton of work. I've not been around due to life stuff. I'm having to start a bit from scratch so this give me a boost, thank you.
https://github.com/Nisto/extractors/blob...ia_info.py
https://github.com/AxioDL/amuse
https://github.com/Nisto/musyx-extract
I'm not sure if re-converting the files from the original Dreamcast files will fix the audio problems, however, as the game may be using the MuseX audio library incorrectly relating to sound effects.
You can use the scripts located here to convert the MLT audio files on the original Dreamcast version to DSF: http://snesmusic.org/hoot/kingshriek/ssf/
The sound driver is BONITO.DRV. I'm not aware of any Manatee/Sound Lib 2 sound format converters to MIDI or other sequenced format.
There's a few avenues I'm looking at, really thhe more I can do the more options become availible. I have a feeling that it's just the fact the Gamecube DSP isn't nearly as versatile, doesn't support ADPCM so samples take up much more memory and there's less mixing channels (DC supports 64-ch audio, Gamecube about 4 or 8 by my memory, sorry, still catching up) which is why the GC version mutes music voices to play sound effects and the samples aren't nearly as good. Plus size constraints and everything else. You might be right that the library may be bad too.
Again thanks for these!