Hacking AT3 files and loops...

moonblood666

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So what I'm currently trying is making a OST mod for the Zero no Kiseki Vita version (Zero no Kiseki Evolution) with the PSP version as the basis, but for making looping AT9 files i need the loops. In the PC version the OGG files don't contain the loop timecodes (those are coded in the game's engine i guess), so i needed to go another route... Which is the PSP version. I definitel know that AT3 files themselves do contain the loop timecode.

Is it somehow possible to either:

  • Convert the AT3 file to AT9 without loosing the loop
  • or reading the loop information from AT3 somehow?
I really need your help at this one. Any hint will be helpful.
 
Last edited by moonblood666,
The closest thing I've found to a documentation of the AT3 container (which is based on RIFF/WAV) are found at https://github.com/hrydgard/ppsspp/tree/9937b41461993618ee1f08404308fd98829f38f4/Core/HLE (SceAtrac.*) and http://wiki.gbatemp.net/wiki/Atrac3plus , but unfortunately it's not clear how to piece the 2 information sources together to extract the loop points...

If there's anything like an audio editor that can automatically figure out loop points from a sound file with repeated sections, you can decode an AT3 with a certain number of repetitions using at3tool... I don't know much more :(
 

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