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(06-14-2015, 10:12 AM)ARAJediMaster Wrote: [ -> ]And iteachvader, have you tried using the same coefficients for each audio sample? I don’t mean to sound rude, but I want to get to the bottom of this as soon as we can.
I have no idea what the coefficients DO or even ARE! If I knew that, I'd already have the sound effects by now! Shouldn't there be a way to look into the code to see exactly how the game decodes the audio? Is there any possible way to log it in such a way that an idiot like me could understand!?
COEFFICIENT!? "PREVIOUS" VALUES!? INITIAL YN1/YN2!? WHAT DOES THAT EVEN MEAN!?
I'm a well-educated individual, but I am 100% bummed out, confused and agitated now... I've tried thousands of methods of understanding this crazy audiophile jargon,
but I can't understand it for the life of me so I could just do it myself. I WOULD do it myself, no matter how long it would take. As long as I'm able to decode the audio perfectly, I'm happy!
It's been three long, tiring years. Someone,
please help me...
I’m sorry. I’m trying as hard as I can, and I don’t understand as well as other do either. I wanted to help you, and I am frustrated too.
As I told you before, if you do screen captures, on how you got the sound files from where they’re stored, how you’ve been trying to extract them in the past, and perhaps by asking others on what some of each term and “jargon” is and how to apply it, it may help a little.
I don’t want to irritate you. I truly don’t want to. I don’t understand all of it either. That is why I brought up my suggestion. Try asking some of the people who know terms better than you what the terms mean and how they are supposed to used, and show them your methods and learn a thing or two on how they would do it. Believe me, a little extra patience and trading of information can help a lot. Every last bit counts if this is to truly work. I want to help as to the best of my understanding and abilities.
(06-14-2015, 11:52 AM)ARAJediMaster Wrote: [ -> ]As I told you before, if you do screen captures, on how you got the sound files from where they’re stored, how you’ve been trying to extract them in the past, and perhaps by asking others on what some of each term and “jargon” is and how to apply it, it may help a little.
I don’t want to irritate you. I truly don’t want to. I don’t understand all of it either. That is why I brought up my suggestion. Try asking some of the people who know terms better than you what the terms mean and how they are supposed to used, and show them your methods and learn a thing or two on how they would do it. Believe me, a little extra patience and trading of information can help a lot. Every last bit counts if this is to truly work. I want to help as to the best of my understanding and abilities.
No offense, but do you really think someone would go through the trouble of trying to teach me how to reverse-engineer proprietary audio formats without monetary compensation?
I
really doubt that'll happen anytime soon.
Actually, no need to apply for a class. In fact, all the information is with the people on this site: they are programmers, and they could teach you what they know at *no* charge. Think of that.
I'd be happy to share any knowledge I can on GameCube audio. I've recently put together a GC-DSPADPCM decoder
and encoder that actually works pretty well in multiple games.
https://github.com/jackoalan/audacity/releases
To demystify the DSP format somewhat, it's a proprietary flavor of ADPCM; Each sample is iteratively "predicted" based on the last 2 samples and a set of 8 coefficient pairs (which appear as 16x 16-bit values, or 32-bytes in the file header). The encoder bears the brunt of the complexity, using a discrete-fourier-transform to analyze the audio in the frequency-domain; selecting coefficients with the least error.
If the game in question truly uses MusyX, the SFX are likely bundled in resources known as "sound groups". Metroid Prime 1 and 2 both use MusyX and sound groups for the vast majority of SFX. MrSinistar from M2K2 and myself have reverse-engineered the majority of the sound group format (designated "AGSC" by Retro).
http://www.metroid2002.com/retromodding/wiki/AGSC_(File_Format)
In particular, check out the
Pool,
Proj,
Sample, and
SampleDirectory sections. These are the 4 main "chunks" of a MusyX sound group. Different games may arrange them in different orders (in fact, MP1/2 swapped locations of Sample and SampleDirectory), but if you can identify the signature layout of MusyX in a hex-editor, i may be able to modify my "AGSC Extract" tool to help out.
https://github.com/jackoalan/agsc_extract
Well now, jackoalan, that sounds like very, very useful information indeed. I hope that it will help jimbo1qaz and iteachvader a lot.
(06-18-2015, 05:59 AM)jackoalan Wrote: [ -> ]I'd be happy to share any knowledge I can on GameCube audio. I've recently put together a GC-DSPADPCM decoder and encoder that actually works pretty well in multiple games.
https://github.com/jackoalan/audacity/releases
To demystify the DSP format somewhat, it's a proprietary flavor of ADPCM; Each sample is iteratively "predicted" based on the last 2 samples and a set of 8 coefficient pairs (which appear as 16x 16-bit values, or 32-bytes in the file header). The encoder bears the brunt of the complexity, using a discrete-fourier-transform to analyze the audio in the frequency-domain; selecting coefficients with the least error.
If the game in question truly uses MusyX, the SFX are likely bundled in resources known as "sound groups". Metroid Prime 1 and 2 both use MusyX and sound groups for the vast majority of SFX. MrSinistar from M2K2 and myself have reverse-engineered the majority of the sound group format (designated "AGSC" by Retro).
http://www.metroid2002.com/retromodding/wiki/AGSC_(File_Format)
In particular, check out the Pool, Proj, Sample, and SampleDirectory sections. These are the 4 main "chunks" of a MusyX sound group. Different games may arrange them in different orders (in fact, MP1/2 swapped locations of Sample and SampleDirectory), but if you can identify the signature layout of MusyX in a hex-editor, i may be able to modify my "AGSC Extract" tool to help out.
https://github.com/jackoalan/agsc_extract
The game
does indeed use the MusyX sound system, but I have no idea how to go about identifying the layout of MusyX in a hex editor. I've used many a hex editor in the past, but never really understood it.
I have the original .DAT files from Rogue Squadron II and III, and was able to extract the one section from each that contains just the sound effects. Is it possible I could supply you with the files while I figure out how to use a hex editor with them? I would appreciate some more advanced assistance; I are dumb.
If I'm supplied with a decoder that can decode all of Rogue Squadron II and III's audio into one big stream, I'll be set. I'll do all the tedious work of isolating each one by hand. I tested the built-in decoder in your Audacity build with Rogue Squadron II's audio, and it still gave me largely garbled audio. However, it was able to decode Namco Museum's music perfectly.
Ya, feel free to PM a few samples of various sizes.. I'll confirm the MusyX layout and look into an agsc_extract mod
Rogue Squadron 2 is a Factor 5 game, the same company that actually wrote the MusyX SDK so I'd be incredibly surprised if they didn't use their own product within their game. Also, most of the sections are 32bit -1 terminated, so that should help you out a fair bit.
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