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Full Version: SFX ripping/decoding/dumping features?
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Well, iteachvader, I’m glad that this problem is done and over with. I hope to see the sounds soon!
oh no!! I honestly didn't test RS3 all that much.. parsing it just like RS2, must be a minor difference somewhere..

I'll see what I can do at some point!!

your request totally happened to align with the Prime RE work we did a few months ago! Smile

Factor5 caught my eye.. in the end, I'd say they overengineered this format.. index table overload!! Confused
(06-21-2015, 07:32 AM)jackoalan Wrote: [ -> ]oh no!! I honestly didn't test RS3 all that much.. parsing it just like RS2, must be a minor difference somewhere..

I'll see what I can do at some point!!

your request totally happened to align with the Prime RE work we did a few months ago! Smile

Factor5 caught my eye.. in the end, I'd say they overengineered this format.. index table overload!! Confused

Don't hurt yourself over it now, it looks like all the sound effects are there. I would like to just make sure though... just in case you somehow missed some.
(06-18-2015, 05:59 AM)jackoalan Wrote: [ -> ]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.
If it's any help to have more test cases, it looks like Phantasy Star Online Episode I&II uses this format as well. The sound.bin file is an AFS file containing .proj, .pool, .sdir, and .samp files for every area of the game. The .samp files are far larger than the others, so I assume they contain the actual ADPCM data, while the other files contain various metadata.
New Release:
https://github.com/jackoalan/swrs_musyx/releases

v1.1 reads coefficients as signed values (not unsigned.. oops!!).
Also adds a .wav smpl chunk for MusyX clips with looping info (which is used by apps like FL Studio to represent seamless loops).

I've noticed that some sound groups in RS3 appear to be corrupted (like folder 008).. They have the correct indexing layout, but the actual audio data appears to be garbled. This might be test data, not actually played by the game.
(06-22-2015, 09:38 AM)jackoalan Wrote: [ -> ]New Release:
https://github.com/jackoalan/swrs_musyx/releases

v1.1 reads coefficients as signed values (not unsigned.. oops!!).
Also adds a .wav smpl chunk for MusyX clips with looping info (which is used by apps like FL Studio to represent seamless loops).

I've noticed that some sound groups in RS3 appear to be corrupted (like folder 008).. They have the correct indexing layout, but the actual audio data appears to be garbled. This might be test data, not actually played by the game.

FANTASTIC! I actually make video game soundfonts and use them! This is brilliant!
oh cool! yea, the smpl chunk was something I added for MrSinistar's work with MP's sounds.. it was easy enough to carry that code over
(06-22-2015, 12:14 PM)jackoalan Wrote: [ -> ]oh cool! yea, the smpl chunk was something I added for MrSinistar's work with MP's sounds.. it was easy enough to carry that code over

One question, is it possible that the instrument banks can be exported to a .DLS format?
we never got around to reverse-engineering the "song group" format.. it's very similar to sound groups, but adds MIDI-style keymaps.. MP has one song group that we'll eventually get to, but it's a fairly low priority
(06-23-2015, 05:18 AM)jackoalan Wrote: [ -> ]we never got around to reverse-engineering the "song group" format.. it's very similar to sound groups, but adds MIDI-style keymaps.. MP has one song group that we'll eventually get to, but it's a fairly low priority

Alrighty then. If you ever decide to get around to that, please let me know.
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