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Looping an ADX

A Question for Sonic Adventure 2

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Does anybody know how to make an adx loop? If possible, is there any way to see the looping locations of the sound files already in sa2?

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  • -[DEXTERITY]- avatar
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    ADX files already contain the loop within them. The loop values are based on “samples”. 

    I already uploaded a tool for this, which has everything you need to create a looping ADX. https://gamebanana.com/tools/6491
    Don’t judge. Just experience
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    access_time 17d edit 13d
    You do have to have a good set of ears for this, a audio editing program like Audacity, and note where the samples that represent the loop are to use the tool.

    SA2's ADX files are 16-bit 32000Hz WAV PCM. The Tool -[DEXTERITY]- mentioned will show you the current loop points*, so make note of them. Do know that music at a higher or lower frequency will alter the sample rates.

    *Correction: The encoder will show the beginning and end samples, the player shows the end samples, or you could use the loop points from smashcustommusic.com

    I learned how to do it the hard way back in 2014 with my New ADX mod, it was made using StoE (Start to End) Looping, and PES Sound Converter, I had to edit the songs so they would sound good during looping (This method also resulted in a smaller file size).


    Which I remade around the time Forces came out. This one uses more up to date actual sample looping, and the CRI ADX Tools. I had all the files to remake it, but I didn't make all the loop points myself, I used SmashCustomMusic's archive (which has the loop points and KHz for the audio) for most of them.

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    Mantra
    SA1 & SA2 enthusiast.
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