Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Codecs, formats, encoding/decoding of game audio, video and music
EliasLocke
Posts: 4
Joined: Sun Aug 22, 2021 5:09 am

Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Post by EliasLocke »

As per my last post (which is about extracting the game files from a pc release) didn't help since there is nothing that Aluigi could do further, I successfully got all the files using the PS2 build .rkv with the crystal dynamics script.

You see, the problem is that the files, and I mean ALL of them are [extension-less]
so I don't know which is which and that, but I could pinpoint the audio files. But there is absolutely nothing that can play them.

The gist is: I have unplayable audio files has no extension in the first place, tinkering with any hex editor/viewer gave 0 information (probably only the sampling frequency which is 44.1 khz, but other than that, I tried all new and old ps2 sound converters, audacity didn't help much by importing the files are RAWs.)

I'll attach an audio file as an example (straight from quick bms extraction)
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Post by DKDave »

The files are standard PS ADPCM audio, just in a custom format.

If you rename the audio file to *.vgmstream and paste this into a file called .vgmstream.txth then it should play in Foobar with the vgmstream plugin. Not sure if it will work for other files, but that's the only one I have to test:

codec = PSX
sample_rate = @4:LE$4
channels = @0x10:LE$4
start_offset = 0x800
interleave = 0x400
num_samples = data_size
EliasLocke
Posts: 4
Joined: Sun Aug 22, 2021 5:09 am

Re: Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Post by EliasLocke »

DKDave wrote:The files are standard PS ADPCM audio, just in a custom format.

If you rename the audio file to *.vgmstream and paste this into a file called .vgmstream.txth then it should play in Foobar with the vgmstream plugin. Not sure if it will work for other files, but that's the only one I have to test:

codec = PSX
sample_rate = @4:LE$4
channels = @0x10:LE$4
start_offset = 0x800
interleave = 0x400
num_samples = data_size


Can you clarify a bit? I installed both foobar and the plugin, but when I named the unknown extension files with a .vgmstream and tried to open in with foobar, it gives me an error, I also put the files into a folder called .vgmstream.txth and added that folder to foobar and still didn't work, I tried looking for settings for the codec and stuff, but nothing showed to relation on that.

foobar 1.6.7 & foo_input_vgmstream.fb2k-component plugin was used,

Thanks!
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Post by DKDave »

You just have to paste that text into a file called ".vgmstream.txth" and put it in the same folder as the renamed audio file(s) and then they should play.
EliasLocke
Posts: 4
Joined: Sun Aug 22, 2021 5:09 am

Re: Project Snownlind [Crystal Dynamics, 2005] (unplayable files from PS2 & Sound)

Post by EliasLocke »

DKDave wrote:You just have to paste that text into a file called ".vgmstream.txth" and put it in the same folder as the renamed audio file(s) and then they should play.


After exactly 6-8 hours of constant work and tries... I have finally did it, thanks to you! Look at the image for the final results.