Yes. Also consider we won't have MIDIs for reference, which means we may have to rely on good ol' ear training. And many of the tracks sound quite fine already. Time will tell... Keeping my hopes up for a solid port!
Managed to extract/reimport the audio files from the game using UnityEX 1.1.5:
Something was changed in 1.1.6 and it doesn't work anymore. Guy on steam forums hit me up with a DL link for 1.1.5 which works flawlessly.
Link to UnityEx 1.1.5: https://www.dropbox.com/s/ximkx2l4a3bu9mc/UnityEX.exe?dl=0 (remove link if this isn't allowed)
Would also like tips on how to create loops for .ogg files, know you can view LoopStart/LoopEnd in the metadata however not sure what the value is based off.
Yeah cheers. Figured it out however certain tracks seem to just crash just game such as changing the menu theme, can't seem to pinpoint the cause of the crashes. Had other tracks work fine.
Is it hopeless? :'(
The numbers are the samples. So, for the loopstart the loop begins at sample <number> and the sample number for loopend determines when the loop finishes and then goes back to the loopstart sample location. To get the ogg to loop seamlessly you need the sample numbers to be perfectly on the beat. I've been putting in my own remasters of the soundtrack - I use Cubase Pro to produce my music and I can also use it to get hold of the exact sample number I need. So, if the loop begins at bar 4, I can go to bar 4 and copy the sample number for that exact location and then I go into a program called "audacity" (it's a free program), import my audio file, put in the metadata, then export it as ogg. There are probably other programs out there which can help you find exact bar locations and sample numbers, but since I use cubase I've never had to look around for any.
Hope that helps.