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Discussion starter · #41 · (Edited)
There needs to be a way to cue the music to stop at some point, but overall, it's great that you figured this out to play games sounds. When you load a save file in TP the music never ends.
Okay. Do you mind sharing the save file you have? I haven't found any savefile that goes to a place with music.

Any chance you can get this to work on the latest revisions as well as the 64-bit version of Dolphin?
Sure, I can fix that. I'll install win64 tomorrow to see if I can fix the DirectX bug in Zelda. And I'll upload the source code in a few hours, from that the modification should be able to be applied easily to any SVN version.
 
It works with other games he didn't mention, it depends what type of sound file the games uses. If the game supports the sound file extension he added to the mod, it will work. I found a few other games that have some sounds from this mod.
 
Nice to hear. Perhaps it hasn't worked for anyone before now.

About Mario. Yes, it only has one file that vgmstream can play, that's title.afc. All other sound and music seems to be in .aw files. I'll see if I can find a program that can unpack them.
Great work so far John, I don't know if this program could help you out with extracting .aw files? It's called wwdumpsnd and can be found at the following site: in_cube: Video game stream player for Winamp

just do a ctrl-f and you will find it
 
Discussion starter · #46 ·
I forgot to say thank you as well, so far so good. If you can get this to work with other games as well I will be ecstatic.:D
You're welcome. If you can find a file extension that is missing I can easily add it to the program. vgmstream supports 88 different file extensions. But I don't know which once that are used in other GameCube games except the once I have added so far. And it may cause problems if I add all the extensions.
 
Discussion starter · #48 · (Edited)
Great work so far John, I don't know if this program could help you out with extracting .aw files? It's called wwdumpsnd and can be found at the following site: in_cube: Video game stream player for Winamp

just do a ctrl-f and you will find it
Right. There's also wsyster for Twilight Princess. The source code to those two looks similar (perhaps both are written by hcs, he seems to have done most of the work around all this, unfortunately his account on this forum hasn't been active in a year). The different .aw files for different games are probably not written in the exact same way. Therefore the need for different uncompression programs. But with a little modification the .aw files in Mario Sunshine could probably also be uncompressed. Most likely with the help from mSound.asn. You can read the music file names in plain text in that file. The bacground music is probably in the files with BGM in them, for example MSD_BGM_MAP_SELECT. It would be nice to be able to have that music in the game.

I think .asn and .arc are two others.
The asn file is the filesystem for Mario Sunshine music and sound. And arc seems to be a common GameCube file compression, like a pak file or zip file.
 
The sound I was talking about earlier was the music that plays when you go in the fairy shell in Zelda WW to get all your hearts filled up again, but this is the music that plays at the file select screen in TP.
 
Discussion starter · #50 · (Edited)
It's the save file screen itself. Or I should say the load screen when you first start.
Oh, I see. Yes the timing is a problem. It's only SSBM that worked really well. It would be possible to make the program smarter. For example figuring out when a new map has loaded so that the old music stops at that point (even if no new music is played, like the situation that seems to happen in Zelda TP sometimes).

It's hard to know what's more worth them time, fixing real sound emulation or trying to add better scanning for sound events. I wouldn't rule out the possibility to be able to make a list of memory reads/writes that are made for certain events, and then connecting the right sound to them. But I haven't heard of anything like that for other systems, so I would think that real sound eumlation is the only improvement that can be made from here.
 
Yes, with your mod here and the dolphin sound effects working as a team, the game works really well now for all sounds. It seems that in some other games a sound will not end until another sound is cued to play, if there is no other sound ready to play in the game, the last sound will just continue.
 
perhaps both are written by hcs, he seems to have done most of the work around all this, unfortunately his account on this forum hasn't been active in a year
Ah, but I do check referrers to my site. Yes, I wrote both wwdumpsnd and wsyster. I don't really like HLE audio, though, I'd much rather see work towards getting the DSP emulated.
 
Discussion starter · #53 · (Edited)
Ah, but I do check referrers to my site. Yes, I wrote both wwdumpsnd and wsyster. I don't really like HLE audio, though, I'd much rather see work towards getting the DSP emulated.
What a pleasant surprise. Thank you for all your work with console music plugins. Have you looked at the Mario Sunshine music? Is the .aw files similar to the Zelda files? Are they compressed in some way or is it just .afc files stacked together in an unmodified way? Do you think one could modify wwdumpsnd or wsyster to extract the Mario Sunshine music? Especially the background music files that one can see in plain text in mSound.asn?
 
Mario Sunshine has only that one track streamed. The actual music is sequenced. (As far as I know, I haven't looked deeply at the Mario Sunshine files, but those who have agree with me.)
The .aw is probably the same format as those in WW, but that doesn't say much. aw is just a bunch of raw sample data, it takes another file to say where each sample begins and ends. This happens to be the same encoding that is used in the WW and TP .afc and .ast (respectively) streamed music files, as well.
But you need the sequence data to actually do anything with most of the music. And you need a sequencer.
 
Couldn't someone just write a script for the game that can let it know when a sound needs to play and end? It would be tough to get every single sound for jumps and water sprays and all the rest down on a script, but once all the possibilities are written down, it is as simple as just having the script repeat.
 
I agree that a generic solution would be better, but with how little people seem to know about the GC sound chip, this may be better for now. Even if we were to start out slow and just make a script for jumping, at least every time Mario jumps a sound would play. After that, move on to the next sound you want to hear in the game, at some point, you will have a good amount of sounds working. It would be slow going, but if we want to play the game and hear some sounds, this seems like what will have to be done. Either that or play in silence.
 
Discussion starter · #58 ·
Mario Sunshine has only that one track streamed. The actual music is sequenced. (As far as I know, I haven't looked deeply at the Mario Sunshine files, but those who have agree with me.)
The .aw is probably the same format as those in WW, but that doesn't say much. aw is just a bunch of raw sample data, it takes another file to say where each sample begins and ends. This happens to be the same encoding that is used in the WW and TP .afc and .ast (respectively) streamed music files, as well.
But you need the sequence data to actually do anything with most of the music. And you need a sequencer.
Right. And in this case the filesystem is described in mSound.asn, or is the Seqs/sequence.arc file also needed? Because mSound.asn seems to have almost no more information than sound names. In the Wind Waker case I don't think the Seqs/JaiSeqs.arc was needed. But it was on the other hand bigger and seems to have more data.
 
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