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by mariofan12ify at 3:08 PM EDT on May 7, 2020
Sonic at the Olympic Games [Mobile]: https://mega.nz/file/PFdiXQoS#GKQX31YjE595dhGnsyeo_Q48WImYiPl4JrJvgGeOjaw

Just drag the .awb file into foobar2000 and all the music will appear. Tried extracting each track with VGMToolbox but every track was named incorrectly.

edited 3:09 PM EDT May 7, 2020
by karma.mid at 11:52 AM EDT on May 10, 2020
Fushigi no Dungeon 2 - Fuurai no Shiren (1995-12-01)(Chunsoft)[SNSF]
http://www.mediafire.com/file/xr2ot75xqg7gnwc

Tool: ct2snsf08
https://www16.atwiki.jp/soundfile?cmd=upload&act=open&pageid=24&file=ct2snsf08.zip

Rename: oyasen20
http://oyasen20.tripod.com/sound.html
Masters by choatix at 2:11 AM EDT on May 14, 2020
Has anyone managed to actually rip the music from Pokemon Masters yet?
by SmartOne at 3:11 AM EDT on May 17, 2020
Ugh, the technical sound quality (lol quantity) of Final Fantasy VII Remake is worse than most games on the PlayStation, including Final Fantasy VII. For some reason someone thought they just had to use ATRAC. Which could probably be fine, except you can tell that the source tracks were already low-quality.

Frequency response cuts off at 18 kHz, and there's tons of noise.

Don't worry, Square Enix. No one will notice. Who pays attention to their senses anyway.
by almendaz at 2:27 PM EDT on May 17, 2020
Well, the noise would be more of a problem than the 'frequency response cut' (band threshold), which in itself is not an indicator of sound quality, except for captured audio/recordings.
by SmartOne at 3:42 PM EDT on May 17, 2020
I'd take the Final Fantasy XIII-ses 160 kbps MP3 or Final Fantasy XV's CRI HCA over our year-2020-state-of-the-art, trailblazing Final Fantasy VII Remake Sony proprietary, avoid-those-extra-CRI-licensing-fees ACTRAC9.

For a split second, I had hope that the ports might not use the ATRAC files we got for PS4. Then I came to my senses. Make Microsoft fork over the ATRAC licensing fees (as a small part) in exchange for getting the blockbuster title published on Microsoft's platforms. Cha-ching.

Even if there were newly encoded files for a port, the root problem is probably the mastering of the source files. Square Enix's trained monkey mastering technician prioritizes playing politics, as one does in a corporate environment, over producing quality (dynamic range). Don't want that next trained monkey to get the job, after all.
by bnnm at 4:27 PM EDT on May 17, 2020
Just so people aren't mislead:

SQEX uses an internal sound engine, that is perfectly capable of using CRI's HCA, ATRAC9, XMA, MP3, or whatever codec they want in a game, for one or multiple songs.
by MarkGrass at 8:10 PM EDT on May 17, 2020
@SmartOne
Final Fantasy VII Remake was built using Epic's Unreal Engine 4; 16/24bit lossless PCM audio is encoded with the ATRAC9 codec during packaging by default, when the target platform is PlayStation 4. Conversely, XMA is used for XBOX platform targets.

That said, I sincerely doubt Sony is going to profit from ATC3 -> XMA conversion, because it's not practical in the Unreal Engine when targeting home consoles. I mean, technically, it may be possible (XMA on PS4), but it would create a licensing nightmare for all companies involved. My guess is that the XBOX version will likely use XMA from original source assets.

I just spent four semesters learning Unreal 4. Yes, CRI middleware/ADX2 is available for home consoles, but at a very high premium (almost $10,000 per month that the game is on sale).

For the 18khz cutoff, blame Epic. Licensing, blame CRI. Video game politics and everything else, blame Square-Enix.
by chaos_warchild at 7:31 PM EDT on May 24, 2020
I wonder if that's the case for Trials of Mana? It's an Unreal Engine game with PS4, PC, and Switch versions.

There hasn't have been any uploads of the soundtrack from any of the versions though.
by bxaimc at 10:01 PM EDT on May 24, 2020
Whoops. I forgot to upload it

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