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Do scripts automatically loop ripped audio?

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RosenkreutzXIII, posted Wed Nov 09, 2016 11:06 pm (18687)


Hello, recently I used a script to rip AFS files from a PS2 game and noticed something that I was curious about. I experimented with a couple games to see if it was the same in all cases or just this one, but it seemed to be a consistent thing. I noticed that ones I ripped with the program PSound didn't loop while the ones I did with the AFS script and QuickBMS seem to all seamlessly loop at least once. In addition the files ripped with QuickBMS seemed to be a little louder then ones I ripped with PSound for whatever reason, not sure why that is though.

Regardless, I was curious if they looped because of the script and if so if it be possible to get a version of the script that doesn't loop automatically. I actually don't mind that they loop, in fact in most cases I prefer that they do, but I have at least one or two where the loop is really noticeable and would sound better without it. Basically the song seems to be around 5ish minutes long normally and after a brief pause in the middle where it ends it starts up again from the beginning making it close to 10 minutes in total. Hence I'd prefer just to rip it without a loop as it's a bit awkward in this case.

If it's not possible then that's fine, after all it's nothing devastating, but it would sound better without the noticeable loop half way through after the pause.
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aluigi, posted Thu Nov 10, 2016 9:05 am (18700)


Moving to the Audio section.
I suggest you to provide at least one of the file extracted with psound and the same file extracted with quickbms so that people can see on the fly the difference (or you will get no help).
For anyone interested the original game and topic (with full archives) is:
viewtopic.php?f=9&t=3352
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RosenkreutzXIII, posted Thu Nov 10, 2016 8:40 pm (18721)


Sorry about that, I've provided an example below but I can provide more if needed. m03.ADX and BGM0_00002 are the same file the former was ripped with QuickBMS and the latter with PSound. m34.ADX is the one that I mentioned pauses from 4:48 to 4:50 before starting again. While I have other examples I'm under the impression the QuickBMS loops audio at least once but I can't say for sure, for all I know maybe the audio file does that naturally, I couldn't rip m34 with PSound, so I can't say with 100% certainty. Thus I was curious if it was just the file itself or what I used to rip it. Also as I mentioned it seems to me like audio ripped with QuickBMS seems a little louder, not in a bad way though, just something I noticed.


https://mega.nz/#!9MIxUIJQ!6npPWBeEimHF ... 6c0F2iRIjc
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brendan19, posted Fri Nov 11, 2016 1:29 pm (18741)


ADX files contain looping data.

When you use PSound to "extract" the audio, it doesn't really extract the original ADX file, rather it reads the ADX file and then transcodes it into a WAV file without adding the loop points or looping it at all.

If you use vgmstream, and look at the file info of the ADX files, it will tell you a lot of about the formatting of them.
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RosenkreutzXIII, posted Sat Nov 12, 2016 2:50 am (18753)


Interesting, thanks for the information. If that's the case I should probably go back and try to redo the rips I did using PSound with QuickBMS. Though I suppose I'll have to better learn how to use Winamp so that I can rip movie file audios to such as opening themes and the like since it doesn't seem like QuickBMS supports things like SFD files for example.
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brendan19, posted Sat Nov 12, 2016 7:20 am (18756)


You can use VGM Toolbox to rip the audio from .SFD files :)
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RosenkreutzXIII, posted Sat Nov 12, 2016 6:51 pm (18774)


I actually came across that while looking up stuff regarding .SFD files last night, seems to work on .PSS files too which is great.
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