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by AceK at 6:52 PM EDT on October 27, 2015
Loop points are after the loop string from the original .hca file. You can then use $V*1024 in consideration of that given value for the converted .wav. Loop start (offset range 0x2C~0x2F) is first string following up, and then loop end (offset range 0x30~0x33) is the string after. V in $V corresponds sample length in big endian 32-bit.

Using this, I did not run into any issues in looping playback (this is assuming start/end samples are supposed to be unchanged). The only issue was Karin's theme, but that's likely due to an audio cue mistake on the cymbal being louder from loop end than from loop start (in other words, an error on the production's end).

Going to continue finishing character themes and have an ogg/logg knock-off set.

edited 6:59 PM EDT October 27, 2015
by WrappedInBlack at 7:03 PM EDT on October 27, 2015
so you're saying... THAT I HAVE BEEN CHANGING THESE THING'S LOOP POINTS JUST BECAUSE OF... whatever you said... @u@ yeah u said all that stuff but all my brain goes is "AAAAAHHHHHHHH! I'M TOO DUMB FOR THIS ****" cause I am... I was just... trying to contribute for once QuQ...

But yeah, I have no idea what you just said... like at all... I just want to listen to this music and have it loop correctly... help pls?

(And here I was about to upload "The Sounds of Fighting -Necalli Sample-.zip"

that's what I named the sample I was about to upload... but nvm now...

I have a question now that I think about it... Would it be possible to add HCA support to vgmstream? Like so one could just run these through it and BAM!?

And about the one theme that doesn't sound right looped, but has a perfect loop point none the less... That's a simple fix if the loop ends in a simliar way that it starts. Just take a few samples of the end and move the starting loop forward by the same amount.

edited 7:31 PM EDT October 27, 2015
by AceK at 8:30 PM EDT on October 27, 2015
Whether the EOF or beginning audio has unnecessary silence I have no idea if HCA_decoder could cause that problem.

Basically, with the original .hca file and your converted .wav file, open up the .hca file in hex editor.

There should be a decimal string saying "loop" you want the next string (has size 4) in Big Endian.

Here's a picture using Hex Workshop if it helps:

http://i.imgur.com/3qA6eyc.png

Once you got the Loop Start and Loop End values multiplied, apply that sample count to your application for your converted .wav. It should loop normally from there.

Here's the custom OGG set:

Street Fighter V Beta v1.05 (2015-10-23)(Capcom)[OGG][Custom].zip

edited 8:45 PM EDT October 27, 2015
by WrappedInBlack at 9:27 PM EDT on October 27, 2015
Awesome! Thanks!

And I decided to look at the loop points of ur Oggs and... You got the same starting loops as I did with my "divide the incorrect starting loop by 2 method" @u@ which makes me happy... I didn't completely fail for once... tho my ending points... yeah... failed with most of them QuQ
by plpl3000 at 11:14 PM EDT on October 27, 2015
hi~AceK, How to make 5.1ch ogg?
by AceK at 12:38 AM EDT on October 28, 2015
plpl3000: The 5.1 channel .ogg portion is the only area I'm uncertain about, mainly because I'm not certain if the converted .ogg kept the same channel placements from the .wav counterpart. In case you were wondering, this was the format I went by (had this in notepad, ignore loop part):

Loop = $v*1024

SFV .HCA:
0 = Center
1 = Front Left
2 = Sub
3 = Rear Left
4 = Front Right
5 = Rear Right

NATURAL 5.1 .WAV:
1 = Front Left
2 = Front Right
3 = Center
4 = Sub
5 = Rear Left
6 = Rear Right

...where the numbers in the natural section represent their respective channel numbers, and the numbers of the SFV .hca files represent the last number of their respective file names. It's also worth noting that the sub is pretty much blank in every 5.1 .hca file.

I rearranged the .wav samples into 1 file containing 6 channels via SoundForge. I then used oggenc to prepare conversion of .wav to .ogg. I set the quality from batch file to q5 instead of q3 (q3 sounded fine until you use karaoke variation and hear a quality decrease, so that felt unacceptable)... didn't use q10 due to file size and, after using Spek and hearing normal/karaoke variations from the .wav and the converted .ogg, it sounded similar to each other.

Anyways, the .wav that was edited should have 6 channels corresponding to their necessary channels. I then used the batch of the multi-channeled .wav to convert to .ogg. The .ogg now contains 6-channels.

The question I'm not sure about how to test or fix, is whether the 6-channels on the newly converted .ogg actually function as intended. If you were to open up with SoundForge for example, the channels have completely moved around... but this comes with the question whether SoundForge is even able to decipher proper channels of multi-channeled .oggs or not (since, it does not allow saving multi-channeled .ogg's).

EDIT:
hcs: "according to the Vorbis spec, the order is:

front left
center
front right
rear left
rear right
LFE"

Going by this, the channel arrangement from the converted .ogg matches the channel order listed above.

edited 9:04 PM EDT October 28, 2015
by plpl3000 at 4:04 AM EDT on October 28, 2015
AceK:thx!!!,How to use $V*1024?
by WrappedInBlack at 1:07 PM EDT on October 28, 2015
Wow a lot of the real loop points are off... I mean, I understand why as they are all multiples of thr same number for whatever reason, but... dang... So far I've had to move a few of the loop points over a few hunder or so samples because it didn't sound right.

I hope these loops are only off because it's just a beta cause damn. I can excuse the loop of the Game Over theme of SFIV being off because every other loop was on point, but damn Capcom, It doesn't take much to fix your loop points before putting them into the beta, does it?

edited 2:08 PM EDT October 28, 2015
by hcs at 4:19 PM EDT on October 28, 2015
@AceK: according to the Vorbis spec, the order is:

front left
center
front right
rear left
rear right
LFE
by AceK at 9:00 PM EDT on October 28, 2015
@hcs: Thanks for the source. If that's the case, then the conversion to 5.1 surround sound went just fine. I probably should edit above post for .wav properties listing (probably add your quote too for ogg specs).

@plpl3000: $V*1024 doesn't necessarily have to be used per se. If you looked into calculation processes for .POS loops in VGMToolbox for example, you might see a tab where you put calculation information. This is where it would go to.

The .ogg process was done manually without the use of VGMToolbox, since I don't recall seeing anything in VGMToolbox that has a .logg file maker (it would be nice, but could take up time).

For the method I did (might be more time consuming than other ways via script), all I did was use Winamp, a calculator, and Hex Workshop (other hex editors or an online hex converter can work too). Take the loop start/end strings from the desired .hca file (check Hex Workshop image above) and copy the 32-bit big endian value and multiply that by 1024.

Once you have that, edit the comments section of the specific .ogg file with the values you just calculated. You might come across a bug where you have to make one comment, press OK, and then edit the info again to add the 2nd comment, since it may not like you to add two comments all at once.

@WrappedInBlack: Felt like only two audio files sounded odd, but the most obvious one for me was Karin's theme, more so that the cymbal (correct me if I'm bad at instrument names) is louder near near the end of file than it is from loop start. Balrog's (or Vega's) theme also loops in a weird way, but it doesn't seem to be that bad.

edited 11:41 PM EDT October 28, 2015

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