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Street Fighter V (Beta) by Tiberious at 11:37 PM EDT on October 23, 2015
So, now that this is on Steam, I'm wondering what format it uses for music.

The lone .pak file, StreetFighterVBeta-WindowsNoEditor.pak, is an archive containing pretty much everything.

There's already been a file list made of its contents, and I'm now seeing if the person that made the list will be willing to share the BGM directory's contents.

Would anyone be interested in looking into this format?
by AceK at 9:44 PM EDT on October 24, 2015
https://www.reddit.com/r/StreetFighter/comments/3q2ip1/complete_sfv_beta_soundtrack_rip_reupload/

I don't have UE4 SDK so can't do it with the .pak atm... but anyone that can use this info to do a rip (.hca format) would be awesome!

edited 9:47 PM EDT October 24, 2015
by WrappedInBlack at 9:24 AM EDT on October 26, 2015
@u@ I kinda wanna know if anyone already did a .hca rip already cause... All the converted rips have the wrong loop points... So I was just gonna go in and loop em myself... but I would need to get the beta first and it would be easier if someone already had the files on hand.

EDIT: Looks like I can't extract the files anyway since UnrealPak is for x64 and I use x86... QuQ *cries*

edited 10:10 AM EDT October 26, 2015

edited 10:15 AM EDT October 26, 2015
by Tiberious at 1:59 PM EDT on October 26, 2015
Okay, so I've gone and extracted the .pak's contents, and they're pretty much all .uasset files.

The reddit post says it's .hca audio, so what files do I need to convert, and how to get it to hca?
by WrappedInBlack at 4:36 PM EDT on October 26, 2015
You gotta use VGMToolBox... also.. can u please send those .uasset files my way... maybe?

Better yet, if someone already has the extracted .hca files, send em my way pls!

Unless they don't have the looping data within them... then I'll take the uassets.

edited 4:54 PM EDT October 26, 2015
by (!!!!!) at 5:01 PM EDT on October 26, 2015
Here's the HCAs:

Street Fighter V Beta v1.05 (2015-10-23)(Capcom)
by hcs at 5:44 PM EDT on October 26, 2015
IPFS mirror: Street Fighter V Beta v1.05 (2015-10-23)(Capcom).7z
by WrappedInBlack at 6:10 PM EDT on October 26, 2015
thanks
by Tiberious at 6:24 PM EDT on October 26, 2015
So will .hca files play without modification in in_vgm?

At the moment, I'm running hand-converted ADXes for the looping stage tracks.
by AceK at 10:59 PM EDT on October 26, 2015
Thanks for uploading the .hca rip!

$v*1024 seems to be the looping calculation.

I'm also doing a LOGG/OGG variation mock-up of this set since it supports multiple channels and less space consumption (although it's probably not perfect when using oggenc from 6-channel .wav). Either way, it will have both stereo and 5.1 folders. .ADX might be better though, since after applying channel mixed effects to listen quality different, the converted .wav sounds more clearer.

EDIT: Nevermind, had to revise cmd line properties. Should sound good now. The only issue is uncertainty of how 5.1 .ogg consistency will be.

edited 1:01 AM EDT October 27, 2015

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