console-sound
Skill92 starsChanged 21 days agoMITView on GitHub
Sound Designer. Rips the music and sound effects and puts your own tracks back in. Decodes PS2 VAG files and raw SPU2 ADPCM from sound banks (.bd) to WAV, finds VAGs hidden inside archives and disc files, and encodes your own 16-bit WAV back to VAG at the original's sample rate, looping and size. Everything it writes goes under console/audio/; it refuses a replacement bigger than the original unless told otherwise, and never writes into the disc folder or the PS2Recomp checkout. Use when the user says "rip the music", "extract the sound effects", "put my song in the game", "replace the soundtrack", "convert this VAG", "what is in this .bd", "the music loops wrong", or after /console-levels finds audio files on the disc.
In this repository10 other files it gives its agents.
- console-anywhereSkill
- console-backendSkill
- console-controllerSkill
- console-graphicsSkill
- console-levelsSkill
- console-modSkill
- console-physicsSkill
- console-reverseSkill
- console-savesSkill
- console-testerSkill
The file
We split this skill into the rules it gives an agent
4 rules. About 0 are common, 2 are distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 84
Playtest: Run the port with /console-tester.
- Very specific: line 100
Never edit headers or ps2xRuntime/src/runner/ for audio: a header change rebuilds every generated file.
- Distinctive: line 111
Your replacement must be yours: Use music you made or have the rights to use.
- Very specific: line 112
Back up before you swap: Keep the original next to it (.orig) or in console/, and never write over your only copy of a disc file.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
console-sound
The Sound Designer gets a game's audio out as WAV files you can listen to, and puts your own sounds
back in the same format. PS2 audio is Sony's SPU2 ADPCM: 16-byte frames of 28 samples each. It lives in
.vag files (a 48-byte VAGp header, then the frames), in sound banks (a .hd header plus a .bd of
headerless frames) and in game-specific streams. vag.py decodes exactly the way the PS2Recomp runtime
does (ps2xRuntime/src/lib/ps2_audio_vag.cpp), so what you hear is what the port plays.
Honest limits. The port's audio is high level: ps2xRuntime/src/lib/ps2_audio.cpp decodes the VAGp
blocks a game transfers and plays them through raylib when the game sends libsd voice commands. It is
not a full SPU2, so loop flags, reverb, envelopes and music streamed through a game's own driver may not
play in the port yet (that is /console-backend work). Banks have no rate in the .bd; it comes from the
.hd or from your ears. Movies (PSS) are out of scope.
${CLAUDE_SKILL_DIR} below is this skill's folder (where this SKILL.md lives).
python3 "${CLAUDE_SKILL_DIR}/vag.py" info console/disc/SOUND/BGM01.VAG # rate, length, loop points, header
python3 "${CLAUDE_SKILL_DIR}/vag.py" towav console/disc/SOUND/BGM01.VAG # -> console/audio/BGM01.wav
python3 "${CLAUDE_SKILL_DIR}/vag.py" scan console/disc/DATA/SOUND.PAK --extract console/audio/pak
python3 "${CLAUDE_SKILL_DIR}/vag.py" split console/disc/SOUND/SE.BD --rate 22050 --out console/audio/se
python3 "${CLAUDE_SKILL_DIR}/vag.py" towav console/disc/SOUND/STREAM.BIN --rate 48000 --channels 2 --interleave 0x800
python3 "${CLAUDE_SKILL_DIR}/vag.py" fromwav my_song.wav --like console/disc/SOUND/BGM01.VAG --out console/audio/BGM01.VAGOther flags: --offset N (a VAG or raw data inside a bigger file), --all (decode past end flags),
--json. For fromwav: --loop, --loop-start N, --no-loop, --rate N, --mono,
--stereo split|interleave --interleave N, --allow-bigger, --exhaustive, --no-lead-frame,
--name. Exit codes: 0 ok, 1 needs attention (odd frames, a replacement too big), 2 bad input.
What it reads and writes
| file | what |
*.vag | VAGp header + ADPCM frames: read by info/towav, written by fromwav |
*.bd (+ *.hd) | a sound bank. split cuts the .bd at end flags (a heuristic); the .hd (starts IECSsreV) holds the real list |
| any big file | scan finds VAGp headers inside it; --extract writes each one out |
*.wav | 16-bit PCM, mono or stereo, in and out. Loop points travel in a smpl chunk both ways |
console/audio/ | the default output folder |
console/audio/<bank>/split.json | offset, size and loop of every sound split found |
Format details, the encoder and what is unverified: reference/vag-format.md. Where audio lives on a PS2 disc and how the port plays it: reference/game-audio.md.
The method
- Find the audio. Map the extracted disc with /console-levels
(
datascan.py scan <disc folder> --embedded). Look for kindVAG,IECS(a bank header),MPEG-PS(movies) and big high-entropydatafiles (streams or archives). Runvag.py scanon archives to find VAGs inside them.datascan.py files <run log>shows which files the port looked up, in order. - Rip it.
towavfor a VAG,scan --extractfor VAGs inside a file,split --rate Nfor a.bdbank. A bank's rate is in its.hd; if you cannot read it, try 22050, then 44100, 32000 and 48000 and pick the one that sounds right. For a raw stereo stream try--channels 2with interleave sizes such as 0x800, 0x1000 and 0x4000 until it sounds clean. AWARNING ... out-of-range filter or shiftmeans a wrong offset or not ADPCM at all. - Make the replacement. Your own recording, or music you have the rights to. Export a 16-bit PCM
WAV. Shorter than the original is safest. Set loop points in your audio editor (they go in the
WAV's
smplchunk) or pass--loop/--loop-start N. - Encode against the original.
fromwav mine.wav --like ORIGINAL.VAG --out console/audio/NAME.VAGcopies the original's rate (resampling linearly if needed), header version and name, and looping, and refuses if the result is bigger: games often load sounds into fixed slots in the SPU2's 2 MB of sound RAM. Read the quality line: above about 25 dB signal to noise is clean. A loop length that is not a multiple of 28 samples gets a short gap at the loop point; the tool says so. - Swap it in. Close the port first. It reads
cdrom0:\from the folder the game's ELF is in (cdRoot, set byPS2Runtime::configureIoPathsFromElf). Copy the original aside first (BGM01.VAG.orig), then copy your file over it with the same name. For a sound inside an archive, use /console-levelsunpack, replace the entry,repack. The runtime looks disc files up by name and gives each its real host size, so a new size is fine for files the game finds by name; a game that reads fixed sector numbers needs the exact original size. - Playtest. Run the port with /console-tester. If your sound is silent, check whether the original plays in the port. If neither does, the gap is the runtime's audio, not your file: hand it to /console-backend with the table below.
- Write it down. One line in the session log of
console/STATE.md: which file, where the original is backed up, the rate and size.
Where audio fixes go in PS2Recomp
| symptom | layer | where |
a VAG plays wrong in the port but right in towav | runtime decoder | ps2xRuntime/src/lib/ps2_audio_vag.cpp |
| no sound at all, game sends libsd commands | runtime audio backend | ps2xRuntime/src/lib/ps2_audio.cpp (PS2AudioBackend::onSoundCommand, libsd SID 0x80000701) |
| sound RPCs never reach the backend | IOP module HLE | ps2xIOP/src/modules/libsd.cpp |
an audio library call logs Unimplemented PS2 stub | kernel stubs | ps2xRuntime/src/lib/Kernel/Stubs/Audio.cpp |
| your file is right but the game ignores it | data | wrong file swapped, or the sound lives in an archive: /console-levels |
Never edit headers or ps2xRuntime/src/runner/ for audio: a header change rebuilds every generated
file. Runtime .cpp changes are /console-backend's job.
Guard rails
- Bring your own game. Rip only from discs you own and dumped yourself (ImgBurn on Windows,
ddfrom a DVD drive on macOS or Linux). Never download ISOs, ELFs or BIOS files, never help find them, never ask the user for them. PS2Recomp needs no BIOS. - Nothing from the game gets published. Ripped music, voices and effects stay on your machine, like the disc, the ELF, the IRX modules and the recompiled C++. Share your own tracks, the steps and patches, never the game's audio or a modified disc.
- Your replacement must be yours. Use music you made or have the rights to use.
- Back up before you swap. Keep the original next to it (
.orig) or inconsole/, and never write over your only copy of a disc file. This tool never writes into the disc folder itself. - Not affiliated with Sony. PlayStation is a trademark of Sony Interactive Entertainment.
Hands off to
- /console-levels to unpack and repack archives that hold sounds, and to find which files a level loads.
- /console-tester to playtest the swap and check nothing else broke.
- /console-backend when the port itself does not play audio (runtime decoder, audio backend, libsd).
- /console-mod for behaviour changes around sound (a new trigger, a volume change in code).
Does it work?
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
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