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Can't play .str by mistamontiel at 12:28 AM EDT on July 12, 2016
Just updated foobar components , why is the .str format still unknown ?

Referring to Dreamcast's Gauntlet Legends

EDIT: SOLVED updated foobar out of v1.3.6 to v1.3.10 . LOVE the seamless convert feature for everything keep doin it !!!

edited 1:29 AM EDT July 12, 2016
EDIT 2 by mistamontiel at 10:11 PM EDT on July 15, 2016
Can't edit previous post .. actual problem was had a disc in drive with CDDA .. conflict
by kode54 at 3:19 AM EDT on July 16, 2016
foo_adpcm's .str/.xa reader attempts to access raw optical drives to read unreadable raw XA files. It detects them by walking the iso9660 filesystem of all mounted optical media.

E: FFmpeg support in my repository, it needs platform specific code to be built anywhere, though.

edited 1:09 AM EDT July 17, 2016
by AnonRunzes at 7:15 PM EDT on July 19, 2016
Is this format supported yet?
Here's the .msa file, by the way.
by kode54 at 6:13 PM EDT on July 20, 2016
MSF Codec ID #5... no idea what that is, nothing supports it yet.
by AnonRunzes at 3:24 PM EDT on July 31, 2016
How can I figure these Gamecube ADPCM files out? I mean, channels, sample rates, interleaves, coefficients, etc.

And what am I supposed to do with this .stm file anyway?
mi3633.stm

And what about this file from the PS2 version of TransWorld Surf? It crashes right after I rename the extension to .stma and I put it to play on foobar2000.
hud_outofbounds.stm

And finally, with yet another edit, here's the audio file from the Xbox version of the same game:
hud_outofbounds.stx

Keep in mind that these files posted above aren't really supported by vgmstream yet, so if anyone can implement these or at least do something to make it work on it, I'll be grateful.

edited 3:06 PM EDT August 1, 2016
by Arymond at 5:24 PM EDT on August 1, 2016
this MSF File only Plays Mono when i'm sure it should be Stereo.

FOZ_MAGNET.msf (from the Ps3Games)

Should be saying "N,S Magnet on" plays fine in game too.

Should sound like this?

SID_FOZ00_FOMECHANGE00.rwav (from one of the Wii Games)

Also these HCA Files Don't play correctly.

https://www.dropbox.com/sh/g71is8d6rx1qnrl/AAAcZ2dw1h-BaJO7R27mLiEVa?dl=0

edited 5:35 PM EDT August 1, 2016
by kode54 at 10:19 PM EDT on August 1, 2016
Those HCA files are encrypted, and will not play correctly, as VGMStream is hard coded to use the PSO2 keys for encrypted files.

You'll need to use something to decrypt them first, presumably also acquire the keys from the game's code.
by Arymond at 11:35 PM EDT on August 1, 2016
hm... do you know where i'd find that in a Android Game?
by Dais! at 6:18 AM EDT on August 5, 2016
This is probably a dumb question, and it concerns a subject I don't really understand, but...

Could vgmstream and derivative implementations be instructed to scan the files in a directory, performing hash checks on stream files against an additional text-type file (like an m3u) in order to 'fake' tags, like is done with GBS/HES/KSS/etc?

Like you have a Speed King 2045 playlist, SLPM-86013.m3u or something.
After the chunk of information applicable to all files (game, company, etc), the first line of the playlist proper might be something like
XA.abcdef99."Opening CG"."Mutsuhito Izumi"
(note: not an actual proposed format for entries)

And then the music player would scan the directory of the playlist for XA files, make a temporary index of their hashes and stick the file with the checksum of "abcdef99" in the corresponding spot on the program's playlist, and the 'tags' would display the right data, even if XO_001_00A.XA has been renamed 420 blaze it.XA

I'm not asking for this to be done - I barely know how to describe it. But I'd love to know if it is feasible or just absurd. The idea's been bugging me for years.

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