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by hcs at 5:54 AM EST on January 31, 2006
I'm looking at a game called Charinko Hero, it uses files that are DSP encoded called .ITL. The odd thing is that they are clearly interleaved by 0x23c0, but the two channels don't match up (one seems to be played at twice the tempo as the other). That and the looping doesn't match up. It looks like it'll take a bit of fiddling to figure out just what it's trying to do.

Doh, I figured it out...
The files are named:
i000_0.itl
i000_1.itl
i001_0.itl
i001_1.itl
etc.

i000_0.itl and i000_1.itl are seperate files, each stereo in its own right. in_cube was trying to open them both as dual-file stereo. There will have to be some renaming or an exception in the dual-file stereo checker.
Looping still isn't right, though.

edited 10:59 AM EST January 31, 2006

edited 11:01 AM EST January 31, 2006
by unknownfile at 4:25 PM EST on February 1, 2006
AW files are nothing but sample banks, just so you know. The sequences are stored elsewhere.
by hcs at 6:32 PM EST on February 1, 2006
I am aware of this.

Now find me someone to decode AFC. If I can play "Farewell Hyrule King" properly I will never want again.
by unknownfile at 1:27 PM EST on February 2, 2006
I'd reccommend looking around on random Gamecube dev forums.
by TJ at 6:41 PM EST on February 2, 2006
yes sorry AFC not AST as you said :)
we fix the problem it was indeed our implimentation not your code with HPS
any modifications we do to it can be found @ CVS Tree or direct download: Download which is not much cause we normally really just port stuff over creation of codecs is not our strong point :( but if there is any thing we notice I will surely tell you no problem, theres a small hicup now with ADX which again is more then likely us cuz the codec is pretty solid :) and thanks for the note on bigfat ill try that out! PS: sorry for the email name typo :P
by PokeParadox at 3:52 AM EST on February 3, 2006
Hey, did you know that if you rename the rsfs from Metroid Prime to AFC, that they play.... erm... well something which almost sounds like music. :)

Decoding AFC peoperly... hmmm don't think I can be much use there yet...

EDIT: Btw... I know tags were discussed before, and the answer was basically: "No because it would change the format of the files forcing tags onto them." Well I have an idea... keep the tag in an external txt file(ot files). What do you think?

edited 8:57 AM EST February 3, 2006
by marioman at 4:16 AM EST on February 3, 2006
The external tags wouldn't be a bad idea. I am still trying to figure out what I am listening to when I play the Star Fox Assault DSPs. :) Tags are a very important part of any music format, so I think that we should in some way try to support them.
by TJ at 5:31 AM EST on February 3, 2006
[10:22:47] <spiff> u can tell him that his demuxer's are crazy on the latency requirement :)
[10:23:08] <spiff> and that he can easily retain the current line of thought but still read in bigger chunks
by hcs at 5:41 AM EST on February 3, 2006
I'm considering a caching mechanism for the next version, when I'll completely rewrite it in clean, object oriented C++. It's much easier to only deal with a single sample or frame at a time, and right now just about the whole thing is only in an experimental state to get it working.

edited 10:45 AM EST February 3, 2006
by Mouser X at 12:58 PM EST on February 3, 2006
I recently downloaded Phantasy Star Online 4 (PC and online only, so I won't be keeping it around, since I don't have an account to play it on), and went looking for the music files. They're OGGs! Of course, seeing that made me wonder where, or how, they store the loop data for looping files. Not having much knowledge in that area, I didn't really go looking for the loop data because I had no idea where to start... But, while listening to the OGGs, I pushed ALT+3 in Winamp (I opened the file info box), and lo and behold! There was the loop data, stored in the "comments" field of the OGG tags! So, now all we need is an OGG player that reads the metadata tags, and uses the loop data to loop the file properly. Because you're considering rewriting in_cube anyway, perhaps you could add OGG (looping) support into it? Just rename the OGGs to something like OGGL (loop). That would be nice...

Or, give it a complete makeover, and add tag data to the files (using external tags, as has been mentioned before).

marioman and PokeParadox both said, basically:
Add tags via external files


Actually that idea has been discussed somewhat in the IRC chat a few months ago. It would work similar to the way MINIxSF and xSFLIB pairs/sets work. One file contains the metadata (tags), and creates a call to the other file (the streamed one) which acts as the LIB file. The really AWESOME thing about this idea is that it would work for ANY streamed format in existence (so long as support for that format were added to the player) because the original files don't need to be altered in any way, whatsoever. You wouldn't even have to rename the files because the files would be called by filename from the MINIxSF files.

For those who are members of the PSF_Rippers Yahoo group, HCS proposed an idea there some month(s) ago. Due to a misunderstanding on my part, I proposed the xSFLIB idea to HCS (thinking that's what he had proposed). So far, eveyone that has commented on the idea thinks it's a great idea. However, due to time constraints (among other things) no one has implemented such an idea (that I'm aware of, anyway).

HCS has been asked to add other formats (PSX XA audio, for ex.) into in_cube, but he hasn't done so because in_cube is generally a GC audio player. Also he has said that XA support might be added, if the STreamed PSF idea was to be implemented (since files w/o tags leave a little to be desired by some people).

Basically, I just wanted to point out that the idea has been tossed around some, but no one (that I know of) can get the idea off the ground, at this time. If anyone here can get it going, please feel free to hlep where possible (I know that I'd be happy to time/tag sets if possible. One major problem though is finding loop points in streaming files. They're usually quite hard to locate. About the only idea that I have is to basically record the audio data into WAV, and then have a program that does comparison on the file itself, and when it finds a spot that's the same as something earlier, it desginates that as a possible loop point. Hopefully that made sense).

Anyway, sorry for the long post. Basically, I just wanted to know the feasabilty of adding OGG looping support for a future version of the player (since I now have OGGs that contain looping data). Thanks in advance for your time. Mouser X over and out.

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