strangely interleaved 6ch XMA - LEGO Jurassic World

Codecs, formats, encoding/decoding of game audio, video and music
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

strangely interleaved 6ch XMA - LEGO Jurassic World

Post by AlphaTwentyThree »

Hi there,

I've just encountered these strange multichannel XMA files that won't parse correctly. They LOOK like a standard 6ch XMA2 but upon parsing the channels aren't split correctly and are still interleaved between channels. Here are samples: http://www67.zippyshare.com/v/gZTPxWSW/file.html
You can use my script from XeNTaX on these files to check (http://forum.xentax.com/viewtopic.php?f=17&t=9023). The option WRITE_UNPARSED will get you a headerless file to test some parsing parameters with xma_parse.
I've tried deinterleaving the stream with different parameters but I cannot get it to work. I'm at a loss here. Cany somebody help me with this?

Regards, AlphaTwentyThree
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: strangely interleaved 6ch XMA - LEGO Jurassic World

Post by id-daemon »

These files can be converted with hcs's tool "XMASH". So you want to support this kind of files, you can ask him, or try analyzing his sources.
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: strangely interleaved 6ch XMA - LEGO Jurassic World

Post by AlphaTwentyThree »

Huh, well that's curious. ;)
Well, I'm ok for now since it's only this one game where I encountered these types.