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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
Gromber wrote: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
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 :keke:
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 :cry: :cry: :cry: :cry:


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... :huh:

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.
Image