Possible to use .XMA in foobar? by Vittas at 9:46 AM EDT on October 19, 2014
My problem is that I have the audio for some games, but they're in .xma format. Can this format be used in foobar2000 so that I can loop the songs as long as I want, or do I have to convert them to another format and manually extend them myself?
by Kurausukun at 3:45 PM EDT on October 19, 2014
XMA doesn't have a consistent loop structure, so even if we integrated it into vgmstream, it wouldn't necessarily loop. I have asked people about the possibility of at least incorporating a decoder, but it seems to be a low priority for now, so you'll have to use towav.exe. What game's XMA files are you talking about, specifically? If it's a game I know, I might be able to tell you how to find the proper loop points.
by kode54 at 3:14 PM EDT on October 22, 2014
You'd have better luck asking the foobar2000 developer to activate XMA/WMA support in his FFMPEG implementation, since that supports the codecs and the container. It still wouldn't support the looping, and in fact would be unlikely to ever support proper looping that way. But the files would still be playable.
by Vittas at 5:42 PM EDT on October 23, 2014
@Kurausukun
I've got Asura's Wrath's .xma files. I'd much rather have the .at3 files from the PS3 version, but I don't know how to get audio off of PS3 games.


@kode54
Do you know, by any chance, how to get the audio off of Asura's Wrath on the PS3, then?

edited 11:37 PM EDT October 23, 2014
by Kurausukun at 8:06 AM EDT on October 24, 2014
Usually, you'd be able to find them on psf3.joshw.info, but I guess since the 360 version is already up, there doesn't seem to be a PS3 upload for that game.


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