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Splinter Cell 2 .SS0 Music

Get help on any and all audio formats, or chip in and help others!
Zench
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

RonHayter wrote:Do you have any idea how the offsets to the sounds that are inside MAPS.SM0 are determined? I still haven't figured that out for Myst III.
No, I haven't yet. But I tried this and it works some of the time: take the offset of the end of the directory, which is where the audio data is supposed to start, and add the size of each internal sound (there is a flag to indicate whether or not the sound is here) in progression taking into account the padding (4 in my case). I wrote a small Lua script to parse the file. This worked with the sound effects (MAPS.SM0), but did not work with the voices (ENGLISH\MAPS.LM0), or at least there was some problem which I still need to figure out. I will do more experimentation with this.

About the GUI: I'm adding a feature that displays the currently playing segment in bold. If you have any feature requests I would like to hear them.
Mirrodin wrote:Sweet! I am still promising tutorials of the program. I'm still breaking down the tutorial structure so it may be a while before I post anything, But i'll be sure to link and give credit to all who are involved. If anyone has any suggestions on whether they'd like to see a game-specific tutorial series, or a general tutorial covering specific functions of the program (regardless of game), please feel free to comment! I haven't actually started writing them yet. but I will asap when I get some feedback from you guys!
I would at least like to see a tutorial that describes the general use of my program, because it is a little bit complicated. And series- or game-specific tutorials would be awesome too!
And I said, "The well has finally run dry." So then that will be my battle cry.
OrangeC
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Nice to hear from you zerich.

As for feature requests, could there be a feature for us to mix arrange layers but in our own way, not just mix them, because in Double agent each infiltration track has a bunch of layers and thats for every instrument segment of the track, and we have to build the track ourselves, i was wondering if a feature like that could be implemented.
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Re: Splinter Cell 2 .SS0 Music

Post by Mirrodin »

Well for the sake of simplicity i'd rather keep each individual layer as a separate file if it's packaged that way. Most people who want to mix would use an external program anyway like Acid, Sonar, Reaper, Pro Tools etc...
Zench
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

I probably would rather keep it simple, unless information on how to mix it was found in the file. Thanks for the suggestion anyway.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Can SCDA for PS2 be researched? it had a bit different music than in the PC version and i remember kataah ripped it but it had bad quality, im wondering if you zerich can add support for it.

Here is a stream sample that i extracted.

http://www.megaupload.com/?d=ZLVY4HJX
Zench
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

OrangeC wrote:Can SCDA for PS2 be researched? it had a bit different music than in the PC version and i remember kataah ripped it but it had bad quality, im wondering if you zerich can add support for it.

Here is a stream sample that i extracted.

http://www.megaupload.com/?d=ZLVY4HJX
Nikson was wondering about that in a PM, but I ran out of time... I'll have a look at your sample (and probably Nikson's again).

Sorry about the long wait for the next version of the GUI; I have been especially busy in the past few weeks, so I'll get to it when I can.
And I said, "The well has finally run dry." So then that will be my battle cry.
OrangeC
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

That is okay zerich. take your time.
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Re: Splinter Cell 2 .SS0 Music

Post by Kataah »

The GUI works with the Wii version of SC 4, OrangeC ;)
Yeah quality is bad, the problem is the sample rate which is 28000hz or 29000hz. I hoped the Wii version would use a better quality but no, it is the same. Take a look ;)

The ps2 version has two different codecs. For the music voxware and for the sound fx maybe for a few other tracks too ps2 adpcm.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

Thanks kataah will check the wii version.
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Re: Splinter Cell 2 .SS0 Music

Post by Zench »

Kataah wrote:The ps2 version has two different codecs. For the music voxware and for the sound fx maybe for a few other tracks too ps2 adpcm.
About the PS2 version: the file you sent, OrangeC, was missing a bit of the header (maybe 50 bytes). So I looked in Nikson's files and found the same thing. It is another variant. I'm sorry Nikson for not noticing this sooner. I got some things done on DecUbiSndGui, so I think I'll release another version now.
And I said, "The well has finally run dry." So then that will be my battle cry.
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Re: Splinter Cell 2 .SS0 Music

Post by OrangeC »

The wii version i already ripped. its the same music anyway. :D

And cant wait for your gui rls.
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Re: Splinter Cell 2 .SS0 Music

Post by wuixntx »

Splinter Cell 1, 2, 3.

I've googled many times how can to rip the sound files from these games.
And the method maybe not yet. Can any?
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