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Re: All things XMA
Posted: Mon Sep 10, 2012 1:36 pm
by nitoiviorel
done
Re: All things XMA
Posted: Sat Sep 15, 2012 7:33 pm
by Gromber
hi with this tool can i convert *.360.wav audio from orangebox 360? i need some tool!!!
viewtopic.php?f=17&t=4967&hilit=valve
thanks
Re: All things XMA
Posted: Wed Oct 03, 2012 4:15 pm
by AlphaTwentyThree
PM me a sample and I'll take a look.
Re: XMA transform
Posted: Wed Oct 03, 2012 4:23 pm
by AlphaTwentyThree
MAJOR UPDATE
(line count rises to over 900 with this
)
Another long-overdue update: Scanning for possible XMA streams!
Notes:
- I have only included the XMA heuristics I stumbled upon and included in the script. This doesn't mean that a correct XMA start can ALWAYS be detected because there can be data structures that accidentially look exactly like an XMA stream but actually aren't.
- the scanning function will only be enabled when no known header type is found
- once a possible stream start is detected, the file is header-cut to this position and written to disk (offset included in name for later research, e.g. look for a valid frequency)
- the written file then has to be run through the script again with testmode on to check if the XMA is valid or not
I know it's possible to test the last step internally with xma_parse ("-x" option) but for now this should suffice. As soon as I find a file with valid XMA streams included, I'll update the script again. I know that the Viva Pinata uses these but I'll take a look at them some time in the future (when I'm motivated enough
).
Re: XMA transform
Posted: Sat Oct 06, 2012 2:06 am
by AlphaTwentyThree
Just corrected a little mistake that prevented some XWV files to convert properly.
Re: XMA transform
Posted: Sun Oct 07, 2012 1:31 pm
by AlphaTwentyThree
UPDATE
Added files with XMA2 multichannel header. toWAV only seems to support those, i.e. it decodes them - but the file sizes for the channel pairs are different, so the header is not fully supported. So I updated the script to parse and split like with multichannel files with the standard RIFF header. Tested with Deadly Premonition (X360) but should work on others, too. If I remember correctly, Ace Combat 6 also uses this kind of header and eventually that was the reason why the format was semi-implemented in toWAV.
Re: XMA transform
Posted: Tue Oct 09, 2012 12:44 pm
by cra0
lets say I have
bgm4000.xma
using your script it converts it into 3 .xma files
then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong
Re: XMA transform
Posted: Tue Oct 09, 2012 2:24 pm
by AlphaTwentyThree
cra0 wrote:lets say I have
bgm4000.xma
using your script it converts it into 3 .xma files
then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong
Have you used testmode in the first run to get the blocksize and xma version?
If not, the thing you are doing wrong is not reading the manual.
Re: XMA transform
Posted: Tue Oct 09, 2012 5:00 pm
by Gromber
Thanks for the work and the updates!!! and for the help
I have to look carefully, i wanted to add spanish voices to orange box, but there are many audio and i dont know how to convert again to 360.wav easily
I have pc voices in .wav
Edit: i can convert pc spanish voices to xma with xma2encode.exe, it is posible with a script add XWV compatibility? thanks!
Re: XMA transform
Posted: Wed Oct 10, 2012 12:20 pm
by cra0
AlphaTwentyThree wrote:cra0 wrote:lets say I have
bgm4000.xma
using your script it converts it into 3 .xma files
then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong
Have you used testmode in the first run to get the blocksize and xma version?
If not, the thing you are doing wrong is not reading the manual.
Never mind I ended up using xmash it works perfectly however when it converts it makes 3 wav files which sound exactly the same except the 2nd one is only left audio, which one do i take 1 or 3
Re: XMA transform
Posted: Wed Oct 10, 2012 4:31 pm
by AlphaTwentyThree
cra0 wrote:AlphaTwentyThree wrote:cra0 wrote:lets say I have
bgm4000.xma
using your script it converts it into 3 .xma files
then i drag these onto towav and it gives me 3 wav files which go for like 5 secs what am I doing wrong
Have you used testmode in the first run to get the blocksize and xma version?
If not, the thing you are doing wrong is not reading the manual.
Never mind I ended up using xmash it works perfectly however when it converts it makes 3 wav files which sound exactly the same except the 2nd one is only left audio, which one do i take 1 or 3
Please also send me the file, I want to check if my scripts works properly.
I highly doubt they actually
are the same, it's a surround file. Unless you don't look at it with an audio editor, you can't say that. Surround is normall Fl-Fr-C-LFE-Rl-Rr, so the "only left channel" you're talking about is the center/LFE pair....
Re: XMA transform
Posted: Thu Oct 11, 2012 5:29 am
by cra0
Please also send me the file, I want to check if my scripts works properly.
I highly doubt they actually are the same, it's a surround file. Unless you don't look at it with an audio editor, you can't say that. Surround is normall Fl-Fr-C-LFE-Rl-Rr, so the "only left channel" you're talking about is the center/LFE pair....
Ok I have packed the files for you to experiment with
original/bgm6666.xma
after_xmash/
then_after_towav/
(link removed due to copyright)
Now tell me which wav file I take that is 2 channel stereo
Re: XMA transform
Posted: Thu Oct 11, 2012 11:56 am
by AlphaTwentyThree
cra0 wrote:Now tell me which wav file I take that is 2 channel stereo
I don't know what the problem is here. It's a standard 6 ch XMA 2 files with blocksize 0x20000, it decodes correctly to three channel pairs with both xma_mash and my script. *_1.xma=Fl/Fr, *_2.xma=C/LFE, *_3.xma=Rl/Rr - as always. I don't even get your question...
Re: XMA transform
Posted: Sun Oct 21, 2012 4:00 pm
by AlphaTwentyThree
UPDATE
Added two more header variants
- FUNl header found in Men in Black: Alien Crisis
- MUSX header (various Electonic Arts games)
Else, I've established a variable to toggle the scanning function because it's too experimental I fancied.
Line count has risen to
over 1000!
Re: XMA transform
Posted: Sat Oct 27, 2012 2:40 pm
by gnoyr13
Not work with Quake 4 XMA.