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PostPosted: Tue Mar 12, 2019 2:54 am 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
Now that they have been decompressed with the new script, the next step is to make them playable. Samples are below.


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PostPosted: Tue Mar 12, 2019 6:31 pm 

Joined: Mon Feb 05, 2018 5:45 pm
Posts: 132
PlayStation 4-bit ADPCM, 22050Hz, Mono, Offset 0x44


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PostPosted: Tue Mar 12, 2019 9:43 pm 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
Warthog1336 wrote:
PlayStation 4-bit ADPCM, 22050Hz, Mono, Offset 0x44

Did you make them work in foobar2000? If so, how?


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PostPosted: Tue Mar 12, 2019 9:51 pm 

Joined: Mon Feb 05, 2018 5:45 pm
Posts: 132
- Rename the .bwav files to .mib
- Create a new text file and write this :

Code:
codec = PSX
start_offset = 0x44
channels = 1
sample_rate = 22050
num_samples = data_size


- Save this file as ".mib.txth" without the quotation marks, in the same folder as where are located the .mib files
- Drag and drop the .mib files into foobar2000
- Now you can play them correctly


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PostPosted: Wed Mar 13, 2019 3:55 am 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
Thanks.


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PostPosted: Mon Jul 06, 2020 1:08 am 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
I'd hate to bring up a dead post, but the methods need to be fixed. When I play them in foobar using the .txth file, the first part of the audio sounds fine, but then there's a second part that brings up crackly static.


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PostPosted: Thu Jul 09, 2020 5:40 pm 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
I'd also like to add support for the Xbox version.


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PostPosted: Thu Jul 09, 2020 8:22 pm 

Joined: Wed Sep 12, 2018 2:22 am
Posts: 318
And here are the GameCube versions.


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