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BRSTM encode
by
beta
at 6:20 PM EST on November 26, 2008
Is there an exe or something for creating BRSTMs floating around that I missed? I was trying to mess with some audio files in a Wii image.
okay
by
beta
at 7:42 PM EST on November 26, 2008
I've got the dspadpcm created. I just need a way to get a brstm header in.
by
wolupgm6
at 2:45 AM EST on November 28, 2008
try looking for a header creater. hcs has a generic one, but im not sure where, or whether it is suited for this.
by
bxaimc
at 10:03 AM EST on November 28, 2008
it's not suited for this
by
manakoAT
at 11:38 AM EST on November 28, 2008
Indeed, it isn't, but you can run Nintendo GameCube DSP with GENH since version 2.06!
Get it
here
cU mana
by
hcs
at 1:04 PM EST on November 28, 2008
That's not why he wants it, mana.
I saw you were looking for the sample count value. brstm doesn't have fixed offsets at which you can find these things. However, if you look in the header chunk (starts with the text HEAD), the sample count is at 0x2c in that chunk.
manual
by
beta
at 8:18 PM EST on December 4, 2008
I managed to hex edit a brstm header into dsp, but that was a pain. You have to manually set sample rates and lengths and things.
by
beta
at 8:23 PM EST on December 4, 2008
If that program could generate BRSTM headers it would be perfect.
Or BRSTMs from WAVs.
I burnt a copy with the truncated sound files and it works, but the sounds are truncated. Also they decided to sync ingame things to the sounds.
Any help with BRSTM conversion/header writing would be highly appreciated
To be crystal clear, what I want to do is this conversion:
32000Hz brstm->22050Hz brstm
which involves
32000Hz brstm->32000Hz wav->22050Hz wav->22050Hz brstm
edited 3:43 AM EST December 5, 2008
by
beta
at 7:23 PM EST on December 7, 2008
Anyone got anymore ideas?
by
bxaimc
at 10:00 PM EST on December 7, 2008
This is why I conclude that DSP sucks in general (tsk tsk Nintendo).
PS2 ADPCM is so much easier to make custom stuff.
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