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SFX ripping/decoding/dumping features? - Printable Version

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+--- Thread: SFX ripping/decoding/dumping features? (/Thread-sfx-ripping-decoding-dumping-features)

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RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-23-2015

(06-23-2015, 12:17 AM)iteachvader Wrote: One question, is it possible that the instrument banks can be exported to a .DLS format?

SF2 is a more open standard with FOSS editors and players, and is significantly more popular. Isn't it a better idea to write a SF2 exporter?


RE: SFX ripping/decoding/dumping features? - iteachvader - 06-23-2015

(06-23-2015, 06:53 AM)jimbo1qaz Wrote:
(06-23-2015, 12:17 AM)iteachvader Wrote: One question, is it possible that the instrument banks can be exported to a .DLS format?

SF2 is a more open standard with FOSS editors and players, and is significantly more popular. Isn't it a better idea to write a SF2 exporter?

I utilize a program called Awave Studio to easily extract each instrument from a .DLS into individual .SF2 files for use in FL Studio. I'm fine with
.DLS or .SF2, doesn't really make a difference to me. 


RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-23-2015

Which...
Costs money.


RE: SFX ripping/decoding/dumping features? - iteachvader - 06-23-2015

(06-23-2015, 10:06 AM)jimbo1qaz Wrote: Which...
Costs money.

True, SF2 would be a better alternative, it just seemed that .DLS might be more similar to the way RSII's music banks are formatted.


RE: SFX ripping/decoding/dumping features? - iteachvader - 06-30-2015

(06-20-2015, 02:52 PM)jackoalan Wrote: OK!! Got them all out!

Here's the tool:
https://github.com/jackoalan/swrs_musyx/releases/tag/v1.0

Let me know if you have any problems

Is it possible to do this with the PC version of the first Rogue Squadron?
The sound effects are stored in a data.dat file just like II and III on the GameCube.


RE: SFX ripping/decoding/dumping features? - jackoalan - 06-30-2015

Can't say for certain.. you'll need to PM it to me so I can verify.

AFAIK, MusyX is GameCube-only; engineered for the hardware specifically, unless Factor5 made a PC MusyX runtime of some sort


RE: SFX ripping/decoding/dumping features? - jackoalan - 07-01-2015

Ahh, looks like there's a PC version of MusyX in here after all!

I see all 4 MusyX chunks in here, but the format has been optimized for PC with little-endian values.
.samp is just straight-uncompressed LPCM

Should be able to get them individually extracted, but some research into the PC .sdir will be required.


RE: SFX ripping/decoding/dumping features? - iteachvader - 07-01-2015

(07-01-2015, 05:31 AM)jackoalan Wrote: Ahh, looks like there's a PC version of MusyX in here after all!

I see all 4 MusyX chunks in here, but the format has been optimized for PC with little-endian values.
.samp is just straight-uncompressed LPCM

Should be able to get them individually extracted, but some research into the PC .sdir will be required.

If there's anything else I can provide for you, please let me know.


RE: SFX ripping/decoding/dumping features? - jackoalan - 07-01-2015

Here ya go!!
https://github.com/jackoalan/swrs_musyx/releases

v1.2 now supports the PC version of the Rogue Squadron DATA.DAT

It was actually rather straightforward; only a single sound group in the whole game it looks like.


RE: SFX ripping/decoding/dumping features? - iteachvader - 07-01-2015

(07-01-2015, 03:00 PM)jackoalan Wrote: Here ya go!!
https://github.com/jackoalan/swrs_musyx/releases

v1.2 now supports the PC version of the Rogue Squadron DATA.DAT

It was actually rather straightforward; only a single sound group in the whole game it looks like.

Magnificent.