In r2087, I've added a dedicated message for monaural audio files, which cannot be decoded by SonicStage: "Mono AT3+ data could not be decoded by the external decoder".
It seems that mono AT3+ cannot be decoded by SonicStage. I'm not sure if this is a restriction of SonicStage or if the mono AT3+ has a different OMA format.
I've never found a valid OMA file containing monaural audio. If you find such information or valid OMA samples, this would be very interesting!
04-16-2011, 08:52 PM (This post was last modified: 04-17-2011, 04:18 AM by hyakki.)
gid15, In games like Hexyz Force, the voice audio is stored in an afs container, the audio is an adx file but when playing the game they get sent to himdrender I don't think they are at3 files though
04-17-2011, 11:35 AM (This post was last modified: 04-17-2011, 11:37 AM by gid15.)
(04-16-2011, 08:52 PM)hyakki Wrote: gid15, In games like Hexyz Force, the voice audio is stored in an afs container, the audio is an adx file but when playing the game they get sent to himdrender I don't think they are at3 files though
Are the ADX files really sent to himdrender?
I see 2 possibilities:
- the game is decoding the ADX format in software, without using sceAtrac3plus.
- the game is converting the ADX format into RIFF/WAVE format. sceAtrac3plus is only accepting this format, otherwise, the following error is produced: "Not a RIFF/WAVE format! XXXXXXXX XXXXXXXX"
My guess is the first alternative.
I've never found info that the PSP can handle the ADX format natively. Or am I wrong?
(04-17-2011, 03:29 AM)gechdcb Wrote: I think Super Robot Taisen Z Hakaihen use mono AT3+ file.
This is the sample file:
and mplayer output:
Playing E:\PSP_EMU\Jpcsp\tmp\ULJS00379\Atrac\Atrac-00004204-09246000.oma.
Invalid seek to negative position!
libavformat file format detected.
[oma @ 01633f60] Unsupported codec ATRAC3+!
[oma @ 01633f60] Could not find codec parameters (Audio: [1][0][0][0] / 0x0001, 44100 Hz, 1 channels, 96 kb/s)
[oma @ 01633f60] Estimating duration from bitrate, this may be inaccurate
LAVF_header: av_find_stream_info() failed
And this mono AT3+ can't be played by SonicStage. This is why I'm trying to find out if this is a restriction of SonicStage (which I doubt) or if the generated OMA file is incorrect (mono AT3+ might have a slightly different header).
04-17-2011, 03:33 PM (This post was last modified: 04-17-2011, 03:35 PM by Hykem.)
gid15 Wrote:Are the ADX files really sent to himdrender?
I see 2 possibilities:
- the game is decoding the ADX format in software, without using sceAtrac3plus.
- the game is converting the ADX format into RIFF/WAVE format. sceAtrac3plus is only accepting this format, otherwise, the following error is produced: "Not a RIFF/WAVE format! XXXXXXXX XXXXXXXX"
My guess is the first alternative.
I've never found info that the PSP can handle the ADX format natively. Or am I wrong?
No, you're right. The .ADX files are normally decoded internally by the "CRI ADX" threads on those games and the result is generally a regular ADPCM output. That's why some games use these files and can still output sound.
gid15 Wrote:And this mono AT3+ can't be played by SonicStage. This is why I'm trying to find out if this is a restriction of SonicStage (which I doubt) or if the generated OMA file is incorrect (mono AT3+ might have a slightly different header).
Unfortunately, it is a restriction of SonicStage (check this thread: http://forums.sonyinsider.com/topic/9585...ith-hi-md/ ). Turns out, Sony assumed no one would generate ATRAC3+ media in MONO mode. Makes sense, but their at3tool allows devs to still do this, so, quite a contradiction here...
Anyway, looks like the only way to have SonicStage playing this, is to render these files as stereo data.
gid15 Wrote:Are the ADX files really sent to himdrender?
I see 2 possibilities:
- the game is decoding the ADX format in software, without using sceAtrac3plus.
- the game is converting the ADX format into RIFF/WAVE format. sceAtrac3plus is only accepting this format, otherwise, the following error is produced: "Not a RIFF/WAVE format! XXXXXXXX XXXXXXXX"
My guess is the first alternative.
I've never found info that the PSP can handle the ADX format natively. Or am I wrong?
No, you're right. The .ADX files are normally decoded internally by the "CRI ADX" threads on those games and the result is generally a regular ADPCM output. That's why some games use these files and can still output sound.
gid15 Wrote:And this mono AT3+ can't be played by SonicStage. This is why I'm trying to find out if this is a restriction of SonicStage (which I doubt) or if the generated OMA file is incorrect (mono AT3+ might have a slightly different header).
Unfortunately, it is a restriction of SonicStage (check this thread: http://forums.sonyinsider.com/topic/9585...ith-hi-md/ ). Turns out, Sony assumed no one would generate ATRAC3+ media in MONO mode. Makes sense, but their at3tool allows devs to still do this, so, quite a contradiction here...
Anyway, looks like the only way to have SonicStage playing this, is to render these files as stereo data.
this makes sense, but is it possible to change the mono sound files into stereo data, hope there will be a good news later~
then the emu will become more and more perfect