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An experiment in ADX file formatting...Hamauzu fiends take note! :)
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squaretex
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Old Jul 16, 2006, 05:42 PM Local time: Jul 16, 2006, 05:42 PM #1 of 15
An experiment in ADX file formatting...Hamauzu fiends take note! :)

With the strides in playing loopable audio streaming over at hcs.com, especially for GameCube audio, I have become infatuated with ADX. This format came into prominence during the DreamCast era, and allows for seamless, loopable tracks.

What is even better...there are tools and tutorials out there about how to make your own!

As an experiment, I ripped all(? hope I didn't miss any...) the loopable tracks from Disc 1 of the Dirge of Cerberus OST, investigated them, and got to work. And for the most part, I think it worked! A couple times I had to...um...cheat.

Anyway, heeeeeeeeeere's a SendSpace for ya!
http://www.sendspace.com/file/khjj5d

Although the files are considerably bigger than MP3s, the loopability more than makes up for it. hcs's in_cube makes it a snap. Still only want one playthrough? You can do that. Traditional two loops? Yep. Three? You bet. Do you want "Counteroffensive" to play over and over and OVER??? Then do it!

Oh yeah...and a bonus. Lian_Kazairl most kindly recorded the unreleased "Tutorial" music. I gave that the ADX spin as well. And I bet my fellow Hmz-fans will love it.

If there's enough demand, maybe I'll go after Disc 2...

p.s. Oh yeah...I also went after "More Complicated" and "Beyond the One" from Star Ocean 3 Director's Cut. I'm guessing that some of you want to hear them also...?

How ya doing, buddy?
squaretex
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Old Jul 19, 2006, 01:18 PM Local time: Jul 19, 2006, 01:18 PM #2 of 15
Some effort is required, but nothing too complex. Maybe...

And sorry I haven't gotten around to answering your questions, MK. Here goes...

There are quite a few pages on the subject, primarily with changing the music in Dreamcast games. For example:
http://pes4.edgegaming.com/editmusic.html

Now, while it does explain how to set the looping variables, it doesn't tell you what to do if the loop point is in the MIDDLE of the wav file. That is where most of the challenge lies. For that, you'll need a sound editor which can tell you the location of the current marker in the sound by SAMPLES, not time. You have to listen and look at the file to figure out the best looping points. And once you figure out where the end of the loop will go, don't forget to chop off the rest.

Also, one way to cut down on size in the ADXs is to downsample the source wav from 44.1 kHz to - for example - 22.05. I think most true in-game audio does something like this; if I recall, XA files on the PS1 were about 37. So yeah, the sound takes a hit, but uses far less space.

I'm not the best at explaining things sometimes, so I hope there's enough here to get you started. Have fun!

There's nowhere I can't reach.
squaretex
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Old Jul 19, 2006, 04:15 PM Local time: Jul 19, 2006, 04:15 PM #3 of 15
Oh, the link isn't about ripping at all, sorry. It's just about making your own custom ADXs and inserting them into a Dreamcast game. Of course, the second part is entirely optional; I just create 'em for listening pleasure.

hcs would know more about ripping that I would.

How ya doing, buddy?
squaretex
OPTIMISM, Captain!


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Old Jul 19, 2006, 11:17 PM Local time: Jul 19, 2006, 11:17 PM #4 of 15
Originally Posted by Monkey King
I notice in the tutorial that they say to downsample to 24000 Hz. Is this necessary for Dreamcast output, or a function of the ADX format itself?
That's pretty much for Dreamcast, or - as noted - if you want file size over sound quality. I may try it in future experiments, but in this case I wanted the DoC tracks to sound sharp.

I am a dolphin, do you want me on your body?
squaretex
OPTIMISM, Captain!


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Old Jul 21, 2006, 03:17 PM Local time: Jul 21, 2006, 03:17 PM #5 of 15
Alright, I'm gonna be on vacation for about a week or so. But when I get back, I plan on attacking the loopables on Disc 2.

Later, everyone!

I was speaking idiomatically.
squaretex
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Old Sep 9, 2006, 02:06 PM Local time: Sep 9, 2006, 02:06 PM #6 of 15
It has been ages since I've done anything with this soundtrack. Sorry it took so long.

Anyway, here's part 3 of my experiments:
http://www.sendspace.com/file/n4cidj

"...part 3? Where's part 2?"

Well, I haven't got to disc 2 of the DoC soundtrack yet. But when the Multiplayer Sound Collection was released recently (thanks again, RyuFAN!), I was prompted back into action. This particular collection is the loopable tracks from that. Yep, enjoy extended versions of "Turks 101", "Pegasus Riders", and so many others.

Now, I'm not sure if "Song of the Gathered" was supposed to looped or not. I like it so much, though, that I decided to try it. So, if you like what I came up with, great; if not, into the recycle bin.

So that's that.
And I WILL get to disc 2...don't wanna deprive anyone of a loopable "Immaculate" for long!

p.s. All of the submissions I made are of ones where looping is obvious. If, when all is said and done, there is one I missed because it's not quite clear to tell where a loop goes, please tell me.

What kind of toxic man-thing is happening now?

Last edited by squaretex; Sep 9, 2006 at 02:09 PM.
squaretex
OPTIMISM, Captain!


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Mar 2006


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Old Sep 13, 2006, 10:44 PM Local time: Sep 13, 2006, 10:44 PM #7 of 15
...and FINALLY...Part 2:
http://www.sendspace.com/file/00kz5i

If anyone needs part 1 again, let me know and I'll repost it.

How ya doing, buddy?
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