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- Sun Aug 09, 2020 10:04 pm
- Forum: Audio file formats
- Topic: IMA ADPCM (The Sims Bustin' Out)
- Replies: 2
- Views: 696
Re: IMA ADPCM (The Sims Bustin' Out)
If you use Interleaved DVI as the codec, stereo, sample rate 44100 and the interleave is 0x80, then it will play 
- Sat Jun 27, 2020 7:24 pm
- Forum: Audio file formats
- Topic: Lego Dimensions .OGG Files
- Replies: 4
- Views: 1250
Re: Lego Dimensions .OGG Files
It just seems to me like the files are all messed up. For example, some sounds tagged with a particular language are in another language, and some tagged with Wheatley and actually GLaDOS, or don't play at all. If the files are meant to be as they are, then lots of audio is missing, so it seems logi...
- Fri Jun 26, 2020 3:13 pm
- Forum: Audio file formats
- Topic: Lego Dimensions .OGG Files
- Replies: 4
- Views: 1250
Re: Lego Dimensions .OGG Files
The main problem is that most of those files don't contain any audio. Some just have text / meta data, and others have textures. Do you know any dialogue that you can't find in these files?
- Sun Jun 21, 2020 2:32 am
- Forum: Audio file formats
- Topic: Electronic Arts PS2 audio files
- Replies: 2
- Views: 1025
Re: Electronic Arts PS2 audio files
You can just drop the .mus and .sdt files into Foobar and they will play with the vgmstream plugin. Some of the .sdt files are also .big files themselves and can be extracted the same way as the .big file you already did.
- Thu Jun 18, 2020 12:25 am
- Forum: Audio file formats
- Topic: Code Lyoko Quest For Infinity - Extraction of .grp file
- Replies: 15
- Views: 4873
Re: Extraction of .grp file
There shouldn't be any dummy files in MUSIC.GRP. There are 587 files in total. If you want an alternative extracting method, try my QuickBMS script attached, which will play in Foobar with the vgmstream plugin.
- Mon Jun 15, 2020 5:30 pm
- Forum: Audio file formats
- Topic: [PC] Halo Wars Definitive Edition - Sound Extraction with full name strings
- Replies: 2
- Views: 1064
Re: [PC] Halo Wars Definitive Edition - Sound Extraction with full name strings
There aren't any filenames stored in that archive, so that's why the unpacker can't create them. Unless the filenames are stored elsewhere then there's no way to get them.
- Wed Jun 03, 2020 12:24 pm
- Forum: Audio file formats
- Topic: Ghost Recon Advanced Warfighter Xbox 360 .SS4
- Replies: 10
- Views: 1727
Re: Ghost Recon Advanced Warfighter Xbox 360 .SS4
I've had a look at it. Haven't had much luck so far, but it seems as though the .SB4 follows the same format, although it might be a different audio type that for some reason vgmstream doesn't recognise. I'll keep trying though, see if I can make sense of it.
- Mon Jun 01, 2020 12:37 pm
- Forum: Audio file formats
- Topic: HBT audio file (PSP)
- Replies: 1
- Views: 570
Re: HBT audio file (PSP)
The whole file is split into various chunks. Offset 0 contains the start of the first set of chunks. Offset 4 contains the start of the audio data section (in Playstation ADPCM format) Offset 8 contains the start of the second chunk. I'm not sure what most of the chunk data is, but the "PPVA&qu...
- Sat May 30, 2020 2:23 pm
- Forum: Audio file formats
- Topic: Ghost Recon Advanced Warfighter Xbox 360 .SS4
- Replies: 10
- Views: 1727
Re: Ghost Recon Advanced Warfighter Xbox 360 .SS4
Yeah, I can have a look if you post some of the example files.
- Fri May 29, 2020 6:33 pm
- Forum: Audio file formats
- Topic: Ghost Recon Advanced Warfighter Xbox 360 .SS4
- Replies: 10
- Views: 1727
Re: Ghost Recon Advanced Warfighter Xbox 360 .SS4
You can drop that smaller .SB4 file onto Foobar and it will play the audio with vgmstream.
- Fri May 29, 2020 12:33 pm
- Forum: Audio file formats
- Topic: Ghost Recon Advanced Warfighter Xbox 360 .SS4
- Replies: 10
- Views: 1727
Re: Ghost Recon Advanced Warfighter Xbox 360 .SS4
That file just contains standard raw PCM audio without any headers or other info. There will most likely be another file somewhere which contain sfilenames and offsets/sizes of the files in this .SS4 file. I've just remembered: in the PC version, the audio info and filenames are stored in .XML files...
- Mon May 25, 2020 7:58 pm
- Forum: Game Archive
- Topic: RevHeadz .obb extraction
- Replies: 5
- Views: 1536
Re: RevHeadz .obb extraction
Instead of using decfsb, just drop the encrypted fsb file into Foobar with Vgmstream installed. It plays the files perfectly.
- Sat May 23, 2020 12:00 pm
- Forum: Audio file formats
- Topic: Star Wars: The Clone Wars extracted wav
- Replies: 5
- Views: 2002
Re: Star Wars: The Clone Wars extracted wav
While the other .wav files in the game are higher quality PCM audio, the sounds in common.xwb are only 11025/mono/XBOX ADPCM.
Not sure what you used to extract them, but my attached script will extract them correctly in a playable format, with the right filenames.
Not sure what you used to extract them, but my attached script will extract them correctly in a playable format, with the right filenames.
- Thu May 14, 2020 11:23 pm
- Forum: Compressed files and methods
- Topic: .sngw files
- Replies: 1
- Views: 743
Re: .sngw files
They're not standard Ogg files - they're encrypted.
But you can open them as they are with Foobar/vgmstream. You can then convert them from there if you wish.
But you can open them as they are with Foobar/vgmstream. You can then convert them from there if you wish.
- Tue May 12, 2020 8:24 pm
- Forum: Game Archive
- Topic: [PS1] Hot Wheels Turbo Racing : .big file
- Replies: 3
- Views: 1314
Re: [PS1] Hot Wheels Turbo Racing : .big file
You can use the attached QuickBMS script to extract the files from the .BIG archive - it should work for both the NTSC and PAL versions (CCCPSX.BIG and CCCPSXP.BIG) As far as I can tell, the archive doesn't separate the file extension from the filename. I don't know what most of the extracted files ...
