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Pac Man World 3 .wav audio files (PC and Xbox) by Puterboy1 at 11:41 PM EST on January 11, 2021
Samples here:
by WDLmaster at 11:31 AM EST on January 12, 2021
I only checked the PC version files. The SFX format is uncompressed PCM with a strange, non-RIFF-like header but is trivial to convert to standard WAV. Simply put my freshly written PW3WAV.EXE in the same folder as your WAV files and run it. The source files are overwritten! Some files ending with "_r" and "_l" are supposed to be played as one stereo sample. Currently the tool does not combine the channels. I can implement that if you need it.

The speech samples are different, possibly ADPCM. The WAV files only contain the header (?) while the STR files are the actual data. The tool currently does not support that format (possibly later).

EDIT: The xbox version speech samples (STR) can be played via vgmstream by creating a TXTH file called ".str.txth" in the same directory as the source STR files. Put the following lines in the TXTH:

codec = XBOX
sample_rate = 22050
channels = 1
interleave = 0x24
start_offset = 0
num_samples = data_size

This does not work with the PC speech samples.

edited 3:50 PM EST January 12, 2021
by Puterboy1 at 5:25 PM EST on January 12, 2021
I need access to the .exe
by Puterboy1 at 5:30 PM EST on January 12, 2021
Also, since the music files are already here:

Maybe you could adjust the script to work on them as well.
by WDLmaster at 6:06 PM EST on January 12, 2021
Try to download it again in the post above. Should work now.

The TXTH script for music is identical, just the number of channels is 2 instead of 1. I don't know the game thus I don't know if all streams are 22050 Hz or not. You can change the value in the TXTH accordingly. If they have variable sample rates you must create several header files for each file.

edited 6:23 PM EST January 12, 2021
by WDLmaster at 6:30 PM EST on January 12, 2021
After further inspection it seems the music files are actually 44100 Hz. Although the script seems to work at first, there's still an issue with some if not all files. I think I have to look deeper into it. It almost looks like some streams have more than 2 channels (AKA ambient sounds and music interleaved).

If TXTH is no use I can only try write a converter which combines the info from the WAV files and the streams from the STR files into one "thing".

EDIT: ok I just found out that one TXTH for all files is not possible. We have to rely on the header info in the WAV files. Some files have cue lists for sub-songs and loop information. I think I'm going to write a converter then. This can take a while.

edited 6:36 PM EST January 12, 2021
by Puterboy1 at 8:26 PM EST on January 12, 2021
I got this: "We're sorry. You can't access this item because it is in violation of our Terms of Service."
by WDLmaster at 5:27 AM EST on January 13, 2021
Hmmm, according to Google the EXE is a virus, which is not the case. I wrote dozens of tools and uploaded them here in the past to help users convert or extract stuff from other games. So far there were never any problems. I have Kaspersky installed on my machine which does not complain. I checked the EXE on VirusTotal and indeed, 3 out of the hundreds of Antivirus claim the EXE to be a Trojan/Malware. These are false positives. All the "big and important" scanners fail to see a Virus, which makes sense because it does nothing more than loading a file into RAM, adding a header to it and write it back to disk.

You can directly download the tool here.

edited 5:28 AM EST January 13, 2021
by WDLmaster at 11:21 AM EST on January 13, 2021
After dissecting the streams further I came up with a working TXTH that supports direct playback via vgmstream with the exception of sub songs. This will only play the first sub song.

First, batch-rename every .wav file to .vgmstream. Then create a new TXTH file named ".vgmstream.txth" in the same directory and copy the following lines into it:

codec = XBOX
channels = 2
interleave = 0x24
sample_rate = @36
num_samples = @32
chunk_count = @112
chunk_number = 1
chunk_start = 0
chunk_header_size = 0
body_file = *.wav.str
start_offset = 0
chunk_size = 55296
chunk_data_size = 55296

Then simply use the .vgmstream files for playback, not the STR files.

edited 11:27 AM EST January 13, 2021
by Puterboy1 at 5:00 PM EST on January 13, 2021
Thanks for the program. Unfortunately it does not make the loop files playable. Will you look into that?

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