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SFX ripping/decoding/dumping features? - Printable Version +- Dolphin, the GameCube and Wii emulator - Forums (https://forums.dolphin-emu.org) +-- Forum: Dolphin Emulator Discussion and Support (https://forums.dolphin-emu.org/Forum-dolphin-emulator-discussion-and-support) +--- Forum: Development Discussion (https://forums.dolphin-emu.org/Forum-development-discussion) +--- Thread: SFX ripping/decoding/dumping features? (/Thread-sfx-ripping-decoding-dumping-features) |
RE: SFX ripping/decoding/dumping features? - iteachvader - 06-13-2015 (03-15-2015, 04:17 AM)jimbo1qaz Wrote: EDIT: The data file is part of the game disk. The file in my Dropbox folder is an audio log file used for reverse-engineering, not the actual data file. I can't believe I never asked this, but what the heck is the sample rate of this sound? RE: SFX ripping/decoding/dumping features? - Qaazavaca Qaanic - 06-13-2015 sampling rate is usually 32000. there is the slight chance that they are using lower-rate audio for saving space. I think it's raw packed gc-hardware-adpcm format. Not dtk-adpcm. (Both are hardware-accelerated.) I don't know how the compression coefficients and starting values are stored, but I made a custom build of Dolphin a while ago that would dump that stuff in a more-or-less unusable format. You can't tell which sound effect uses which coefficients, etc. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-13-2015 (06-13-2015, 08:55 AM)jimbo1qaz Wrote: sampling rate is usually 32000. there is the slight chance that they are using lower-rate audio for saving space. Okay... Hey, what do you know about hex editors? RE: SFX ripping/decoding/dumping features? - iteachvader - 06-13-2015 (06-13-2015, 08:55 AM)jimbo1qaz Wrote: sampling rate is usually 32000. there is the slight chance that they are using lower-rate audio for saving space. But, what good does it do if it's an unusable format? Is there any way that a dumb@$$ like me could go about ripping the sounds without having to learn to write in complex code or do feats of programming grandeur? I've been wasting so much time on this... it's time I got it done already. RE: SFX ripping/decoding/dumping features? - Aleron Ives - 06-13-2015 Games use their own formats, so it's not something you can just do globally. You need per-game solutions depending upon which formats each game uses. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-13-2015 I would try the ADX solution first. I hope it works. RE: SFX ripping/decoding/dumping features? - iteachvader - 06-13-2015 (06-13-2015, 10:10 AM)ARAJediMaster Wrote: I would try the ADX solution first. I hope it works. Renaming the file to .ADX does not, did not and will not work. It doesn't change the actual format of the data, only the extension. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-13-2015 (06-13-2015, 09:56 AM)Aleron Ives Wrote: Games use their own formats, so it's not something you can just do globally. You need per-game solutions depending upon which formats each game uses. Looks like the .ADX format didn’t work well for iteachvader. I hope he can work around that problem fine anyway. RE: SFX ripping/decoding/dumping features? - ARAJediMaster - 06-13-2015 I don’t know jack about hex editors, but does anybody else here do? Like what they are supposed to do and how to use them? I have a Wikipedia page here: https://en.wikipedia.org/wiki/Hex_editor, but I don’t anything else beyond that. RE: SFX ripping/decoding/dumping features? - Aleron Ives - 06-13-2015 They allow you to view the raw contents of files without trying to interpret said contents, which is necessary if you want to examine a file but don't have a specific program designed to manipulate that file type. I'm partial to WinHex, but there are hundreds of different hex editors each with their own features. If you want to decode ADX to WAV, you need an ADX decoder. If the game has the CRI logo somewhere in it, then it has ADX audio. MPEG Sofdec (*.sfd) is just MPEG-1 video with ADX audio in place of the usual MP3 audio that a *.mpg file would usually have. ADX is common for BGM, but I haven't seen it used for sound effects.
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