[Help, Please] WMW Files in Ghost Vibration by PKSuperStar256 at 8:57 AM EDT on May 11, 2026
I've been trying to figure out how to rip the WMW files in the game Ghost Vibration for the PlayStation 2 and can't seem to get clean audio from it at all no matter what I did.
I was hoping someone here would understand what's going on and could help me with this confusing predicament.

edited 9:00 AM EDT May 11, 2026
Header and Offset by PKSuperStar256 at 9:14 AM EDT on May 11, 2026
As far as I know, it seems like a proprietary format Artoon (the developer) made for whatever reason and I can't get it to work on anything.
It looks like the header is 48 bytes at the start and I think the actual audio data starts around 0x800 (2048 bytes).
If anyone at all could help me figure out how to convert these files into clean audio, I would really appreciate it.
by DarkOK at 1:31 PM EDT on May 13, 2026
Try the following TXTH, calling it ".WMW.txth":

codec = AICA
channels = @0x07$1
sample_rate = @0x08
start_offset = @0x0c
num_samples_bytes = @0x10
loop_start = @0x14
loop_end = @0x18


The fact this uses AICA ADPCM is interesting (and that the IRX's debug info calls the AICA by name), as this could mean this was originally going to be on the Dreamcast, but it could also just be reused code.

Upon checking debug info, this format also seems to support PCM, but none of the WMWs at least in this game uses it.


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