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Skullgirls x360 RIFFT0 wav files

Posted: Mon Apr 23, 2012 6:17 pm
by pioneer
Pulled numerous .wav files from the character .xma2 sound containers, but i have been unable to convert into a playable format

Image

Forum rules prohibit me from posting samples so please pm me anyone interested

Demo sound

http://www.fileden.com/files/2007/9/30/ ... emosnd.wav

Re: Skullgirls x360 RIFFT0 wav files

Posted: Sun Apr 29, 2012 3:17 pm
by brendan19
You must first parse the .XMA2 files with HCS' XMA Parse tool

After you have run the files through this, then use ToWAV to convert them from XMA to PCM WAV.

ToWAV can be downloaded from here

http://www.ctpax-x.ru/index.php?goto=files&show=24

Re: Skullgirls x360 RIFFT0 wav files

Posted: Sun Apr 29, 2012 8:06 pm
by pioneer
Tested a few with xma parse and it returns an "error reading bitstream" when converting

http://www.fileden.com/files/2007/9/30/ ... emosnd.wav

Re: Skullgirls x360 RIFFT0 wav files

Posted: Mon May 07, 2012 4:36 am
by bxaimc
you need to specify the data offset as well as a block size. Use VGMToolbox along with these tools for the frontend.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Mon May 07, 2012 1:41 pm
by brendan19
Sorry I meant XMAsh, not XMA Parse. It should be able to do it :)

Re: Skullgirls x360 RIFFT0 wav files

Posted: Tue May 08, 2012 4:17 pm
by bxaimc
xmash works fine but it isn't so necessary if you have the VGMToolbox+ToWav+XMA Parse set up. Just set everything to read the data from the RIFF header and have it rebuild to XMA1 with a block size of 0x10000.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Tue May 08, 2012 5:41 pm
by pioneer
Thanks for taking the time to look

Would it be possible for a vgmtoolbox presets file as they still wont convert for me with VGMToolbox+ToWav+XMA Parse set up

Re: Skullgirls x360 RIFFT0 wav files

Posted: Tue May 08, 2012 6:07 pm
by bxaimc
Do you have both towav and xma_test in "\vgmtoolbox_bin_rXXX\external\xma" ?

I've attached a preset plugin. Extract it and place it in "\vgmtoolbox_bin_rXXX\plugins\XmaConverter" and load it up.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Tue May 08, 2012 6:21 pm
by pioneer
Thanks

I have both xma_test and towav in the correct folder and your preset file loaded but the converted files are still inaudible

Did the demosound.wav file i posted convert for you ok?

Re: Skullgirls x360 RIFFT0 wav files

Posted: Tue May 08, 2012 9:08 pm
by bxaimc
Yea, it worked fine. Weird that nothing is working for you.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Wed May 09, 2012 6:02 pm
by pioneer
Turns out winamp was at fault :twisted:

Your help was much appreciated bxaimc

Thanks

Re: Skullgirls x360 RIFFT0 wav files

Posted: Thu May 10, 2012 5:15 pm
by ttys000
Valuable clues, thank you. I add these for further reference.

= Regarding .snd-xma2 blobs =

VGMtoolbox when configured for XMA extraction only seems to extract the first sound file from .snd-xma2 containers as found in Skullgirls.

Foremost - http://foremost.sourceforge.net/

Combined with:

Code: Select all

xma2     y       8000000  \x52\x49\x46\x46\x54    \xff\xff\xff\xff
(See man page, will explain syntax.)

This header / footer combo will rip every item out into a seperate "xma2" file. In this case about 200 to 300+ sounds per character.
These will then hapily convert when processed through VGM toolbox.

= Regarding WAV playback =

Default windows codec set doesn't seem to like these wavs. VLC / Mplayer2 / Audacity play the output fine.

= Result =

Ms. Fortune "omnomnomnomnom" SMS notification get.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Thu May 10, 2012 6:33 pm
by bxaimc
VGMT's XMA tool doesn't extract. It converts. It will only read the first file which is supposed to be the only file. If you have many files in one (unless it's an XWB bank or FSB bank -towav will play with those as-is-), just split the file with the simple cutter, advanced cutter, or VFS extractor and then convert with the XMA converter.

Re: Skullgirls x360 RIFFT0 wav files

Posted: Sun Oct 21, 2012 9:17 pm
by Meower
I seem to have incurred in some sort of problem by following the same steps of op and the other posters:

While I do get no error whatsoever when I drag'n'drop (I hope it was what I was supposed to do, if you cannot tell I am the polar opposite of a computer wiz) to the xmash.exe program, nor when using the XMA Converter, I can't seem to be able to extract any file whatsoever.

Is there something wrong that I am doing or that I forgot to set (it most probably is)? Or could someone, real pretty please, give me a bit more details on the prerequisites for doing this?

While we're on the same page, I think I read in the .conf file of Foremost that it can also convert and retrieve .art files, and being there quite a few where the music files came from, I wanted to give a go at it and extract them... Only to find out that I'm missing like a single library that redirects to another gazillion ones (should be types.h but don't really take my word for it). Is there a way to compile it on a W7 OS without having to break anything?

I know I sounded uberly vague, I hope this doesn't sound like a horrible way to be a first timer newbie ;m;

Re: Skullgirls x360 RIFFT0 wav files

Posted: Mon Nov 12, 2012 9:52 pm
by AlphaTwentyThree
Why don't you just use my XMA transform: viewtopic.php?f=17&t=9023, it supports 98% of the xma variants. :)