I've extracted the contents from the filelist bin files for the gamecube version of Spyro: A Hero's Tail, but I couldn't find a tool that would separately rip all the sound banks (including voice effects) from the sfx. None of the tools that are designed to extract .sfx files are able to properly extract them such as with Spyro's sound effects like "eng_sb_player_spyro.sfx". As a resort, I'll have to request a tool that will extract the soundbanks from the files.
Here's a file sample from that Spyro game of what I'm trying to extract the soundbanks from:
http://www.mediafire.com/file/ywjqby5djcg6c39/eng_sb_player_spyro.sfx
Spyro: A Hero's Tail .SFX soundbanks
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Spyro: A Hero's Tail .SFX soundbanks
I have updated the old MUSX script to version 0.2:
http://aluigi.org/bms/batman_begins_musx.bms
http://aluigi.org/bms/batman_begins_musx.bms
-
- Posts: 5
- Joined: Sat Sep 30, 2017 5:09 am
Re: Spyro: A Hero's Tail .SFX soundbanks
Thanks, but any tool to convert .dat to .wav after extracting the soundbanks from the sfx to get the samples that can be played on multimedia players?
-
- Posts: 5
- Joined: Sat Sep 30, 2017 5:09 am
Re: Spyro: A Hero's Tail .SFX soundbanks
Bump. I have a sample .dat file (from the sfx file using the updated musx bms script) that I need to be able to convert to a wav.
-
- Site Admin
- Posts: 12984
- Joined: Wed Jul 30, 2014 9:32 pm
Re: Spyro: A Hero's Tail .SFX soundbanks
That looks like raw Gamecube adpcm data imho.
As far as I know you can't play it without the coeff table... but this is not my field
As far as I know you can't play it without the coeff table... but this is not my field