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Re: XMA transform

Posted: Mon Nov 05, 2012 7:36 pm
by AlphaTwentyThree
This is an XMA with a wrong frequency in the header. Where does it come from? Have you changed it? Have you run xmatransform on it? Have you read the instructions of xmatransform?

Re: XMA transform

Posted: Mon Nov 05, 2012 7:45 pm
by AlphaTwentyThree
UPDATE

Wrong sizes in RIFF header don't crash the script anymore. ;)

Re: XMA transform

Posted: Wed Jan 02, 2013 3:09 pm
by diabolik83
hello I have a file for you :D Your script does'nt work with it

http://depositfiles.com/files/5lnwn84a8

Re: XMA transform

Posted: Wed Jan 09, 2013 6:55 pm
by AlphaTwentyThree
Nope, works perfectly fine. :)

Re: XMA transform

Posted: Sat Jan 12, 2013 6:53 pm
by diabolik83
ah...can you explain me, how did you make it please?

Re: XMA transform

Posted: Thu Jan 17, 2013 8:08 am
by zouzou69
can someone know how to edit the sbs et sbr files from fifa games ?

i would edit this files for pc version and xbox version of fifa 13 to change the audio ..the sbs contains probably xma files



here the exemple of the two files.

if someone could transform this ..thks a lot

http://www.datafilehost.com/download-5b1f42f3.html

THANKS A LOT

Re: XMA transform

Posted: Sun Feb 03, 2013 4:21 pm
by Scorpion2k7
Not work with Shin Hokuto Musou/Ken's Rage 2 XMA.

http://www.mediafire.com/?3frbbpnh8a7gd5f

Re: XMA transform

Posted: Wed Apr 24, 2013 4:30 pm
by ma3x666
Not work for Wet, take a look please...
http://www.mediafire.com/?4c5ih45coztttdm
PS. Sorry, everything works well, my bad!

Re: XMA transform

Posted: Wed Jun 05, 2013 3:04 pm
by Devilot
I'll try this with Dark Souls XMA :)

Re: XMA transform

Posted: Thu Jun 06, 2013 1:49 pm
by brendan19
@Devilot

Dark Souls on the Xbox 360 doesn't use XMA. It uses PCM WAV IIRC :)

Re: XMA transform

Posted: Fri Jun 07, 2013 1:52 am
by Pepper
brendan19 wrote:@Devilot

Dark Souls on the Xbox 360 doesn't use XMA. It uses PCM WAV IIRC :)
Pretty sure the ps3 version uses that in fsb containers and the xbox 360 uses xma in fsb.

Re: XMA transform

Posted: Tue Sep 10, 2013 10:15 pm
by AlphaTwentyThree
MAJOR UPDATE

I think I may have understood the Ubisoft multilayer XMA format.

I've attached the script that at least worked with my samples. It extracts the layers, parses them and adds a header.
I will let this go around for some time to see if it works alright before implementing it in my xma transform script.

Re: XMA transform

Posted: Sat Sep 14, 2013 3:53 pm
by AlphaTwentyThree
Just updated the above script to support single-layer files. :)

Re: XMA transform

Posted: Fri Oct 04, 2013 12:09 pm
by AlphaTwentyThree
UPDATE

Added the RAKI variant from Rayman: Legends.

Re: XMA transform

Posted: Fri Nov 01, 2013 9:28 am
by MiLØ
Having trouble with XMA from Steel Battalion Heavy Armor (xbox360) by From Software.

Opened FSB containers with fsbext, but toWAV doesn't do anything with resulting XMAs, and QuickBMS gives an error (with your script):
there is an error with the decompression
the returned output size is negative (-1)

Here's a sample of FSB and XMA file from within it:
10t_BGM_Parmanent.fsb (43mb) https://mega.co.nz/#!c9kUmDoS!AlHV51zIg ... 6u90_q-4YA
bgm08_test04t stc0db.wav.xma (4mb) https://mega.co.nz/#!QxUjAIZD!EN0VXWt6_ ... ofYb6OLYQ8


Please advice.