Author Topic: FFV Steam GBA Music Mod  (Read 2459 times)

PayotCraft

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FFV Steam GBA Music Mod
« on: 2020-12-12 10:37:31 »
This mod replaces FFV Steam Music with FFVA GBA Music.

Download: https://drive.google.com/file/d/1g-2Hpw61XUZ-jp5xQNhNlh-KlDkz8y4H/view?usp=sharing

Version History:
v2.0 (2020-12-17)
- Converted all audio tracks to OGG format (320 Kbps).
- Fixed some audio tracks produce a popping/clicking sound while looping.

v1.1 (2020-12-13)
- Re-resampled all audio tracks with Linear Interpolation.
- Fixed some audio tracks produce a popping/clicking sound while looping.

v1.0 (2020-12-12)
- First release.
« Last Edit: 2021-04-11 03:00:24 by PayotCraft »

PayotCraft

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Re: [FF5 Steam] FFV Steam GBA Music Mod
« Reply #1 on: 2020-12-13 15:50:04 »
Update v1.1
- Re-resampled all audio tracks with Linear Interpolation.
- Fixed some audio tracks produce a popping/clicking sound while looping.

Download link updated.

PayotCraft

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Re: [FF5 Steam] FFV Steam GBA Music Mod
« Reply #2 on: 2020-12-17 13:55:11 »
Update v2.0
- Converted all audio tracks to OGG format (320 Kbps).
- Fixed some audio tracks produce a popping/clicking sound while looping.

Download link updated.

FireHawkX

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Re: FFV Steam GBA Music Mod
« Reply #3 on: 2021-01-27 19:31:43 »
Hi there!

I am currently creating an orchestral pack for the game (having finished working on Atma installer for FF6 recently)

I was checking online if anyone ever managed to figure out how to properly loop the tracks... and it "seems" like you did?

I saw in another thread here from 2015 that there was some HEX data that could be edited at the start of the files which contained the looping info... but that seems rather complicated to do...

Can I bother you to tell me what you did to make it work? :)

Thank you very much for your time! and congrats on making the mod!!

PayotCraft

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Re: FFV Steam GBA Music Mod
« Reply #4 on: 2021-03-26 10:15:49 »
First of all I am not fluent at speaking English so bear with me...

Every snd0_##.dat and snd1_#.dat file, there's always a header that determines what time the loop will start and end and its length. This header usually starts with the string "mtxs" followed by 12 bytes.

This is the header I made for my custom snd0_2.dat:
6D 74 78 73  DD FB 33 00  EC D6 05 00  DD FB 33 00

1. 6D 74 78 73
Converting the first four bytes of the header into a string will result to "mtxs".

2. DD FB 33 00
The second group of four bytes determines the length of a music file in samples, in little endian order. This means that this sound file has 3,406,813 samples in length.

3. EC D6 05 00
The third group of four bytes determines the starting length of a loop in samples, again in little endian order. This means that this sound file starts looping at 382,700 samples.
(If the sound file doesn't have a starting loop it should be set to 0.)

4. DD FB 33 00
The last group of four bytes determines the ending length of a loop in samples, again in little endian order. Usually this is the same as the second group of four bytes. This means that this sound file ends the loop at 3,406,813 samples.
(If the sound file doesn't have an ending loop it should be set to the length of the sound file in samples.)

To convert seconds to samples, multiply the length of a sound file with the sample rate of a sound file. Example, if the sound file has a length of 32 seconds and the sample rate is 44100 Hz, then the sample length of this sound file is 1,411,200 samples.

And btw ogg file format really works. Hope this helps.
« Last Edit: 2021-03-26 10:42:07 by PayotCraft »