# TXTP FORMAT TXTP is a text file with commands, to improve support for games using audio in certain uncommon or undesirable ways. It's in the form of a mini-playlist or a wrapper with play settings, meant to do post-processing over playable files. Simply create a file named `(filename).txtp`, and inside write the commands described below. ## TXTP MODES TXTP can join and play together multiple songs in various ways by setting a file list and mode: ``` file1 ... fileN mode = (mode) # "segments" is the default if not set ``` You can set commands to alter how files play (described later). Having a single file is ok too, so are subdirs: ``` # set "subsong" command for single file inside subdir sounds/file#12 ``` ### Segments mode Some games clumsily loop audio by using multiple full file "segments", so you can play separate intro + loop files together as a single track. Channel number must be equal, mixing sample rates is ok (uses first). **Ratchet & Clank (PS2)**: *bgm01.txtp* ``` # define 2 or more segments to play as one BGM01_BEGIN.VAG BGM01_LOOPED.VAG # segments must define loops loop_start_segment = 2 # 2nd file start loop_end_segment = 2 # optional, default is last ``` If your loop segment has proper loops you want to keep, you can use: ``` BGM_SUMMON_0001_01-Intro.hca BGM_SUMMON_0001_01-Intro2.hca BGM_SUMMON_0001_01.hca loop_start_segment = 3 loop_mode = keep # loops in 3rd file's loop_start to 3rd file's loop_end ``` ``` bgm_intro.adx bgm_main.adx bgm_main2.adx loop_start_segment = 2 loop_end_segment = 3 loop_mode = keep # loops in 2nd file's loop_start to 3rd file's loop_end ``` ### Layers mode Some games layer channels or dynamic parts that must play at the same time, for example main melody + vocal track. **Nier Automata**: *BGM_0_012_song2.txtp* ``` # mix dynamic sections (2ch * 2) BGM_0_012_04.wem BGM_0_012_07.wem mode = layers ``` **Life is Strange**: *BIK_E1_6A_DialEnd.txtp* ``` # bik multichannel isn't autodetectable so must mix manually (1ch * 3) BIK_E1_6A_DialEnd_00000000.audio.multi.bik#1 BIK_E1_6A_DialEnd_00000000.audio.multi.bik#2 BIK_E1_6A_DialEnd_00000000.audio.multi.bik#3 mode = layers ``` Note that the number of channels is the sum of all layers, so three 2ch layers play as a 6ch file. If all layers share loop points they are automatically kept. ## TXTP COMMANDS You can set file commands by adding multiple `#(command)` after the name. `# (anything)` is considered a comment and ignored, as well as any command not understood. ### Subsong selection for bank formats **`#(number)` or `#s(number)`**: set subsong (number) **Super Robot Taisen OG Saga - Masou Kishin III - Pride of Justice (Vita)**: *bgm_12.txtp* ``` # select subsong 12 bgm.sxd2#12 #bgm.sxd2#s12 # "sN" is alt for subsong # single files loop normally by default # if loop segment is defined it forces a full loop (0..num_samples) #loop_start_segment = 1 ``` ### Play segmented subsong ranges as one **`#m(number)~(number)` or `#ms(number)~(number)`**: set multiple subsong segments at a time, to avoid so much C&P **Prince of Persia Sands of Time**: *song_01.txtp* ``` amb_fx.sb0#254 amb_fx.sb0#122~144 amb_fx.sb0#121 #3rd segment = subsong 123, not 3rd subsong loop_start_segment = 3 ``` This is just a shorthand, so `song#1~3#h22050` is equivalent to: ``` song#1#h22050 song#2#h22050 song#3#h22050 ``` ### Channel mask for channel subsongs/layers **`#c(number)`** (single) or **`#c(number)~(number)`** (range): set number of channels to play. You can add multiple comma-separated numbers, or use ` ` space or `-` as separator and combine multiple ranges with single channels too. **Final Fantasy XIII-2**: *music_Home_01.ps3.txtp* ``` #plays channels 1 and 2 = 1st subsong music_Home.ps3.scd#c1,2 ``` ``` #plays channels 3 and 4 = 2nd subsong music_Home.ps3.scd#c3 4 #plays 1 to 3 music_Home.ps3.scd#c1~3 ``` Doesn't change the final number of channels though, just mutes non-selected channels. ### Custom play settings **`#l(loops)`**, **`#f(fade)`**, **`#d(fade-delay)`**, **`#i(ignore loop)`**, **`#F(ignore fade)`**, **`#E(end-to-end loop)`** Those setting should override player's defaults if set (except "loop forever"). They are equivalent to some test.exe options. **God Hand (PS2)**: *boss2_3ningumi_ver6.txtp* (each line is a separate TXTP) ``` # set number of loops boss2_3ningumi_ver6.adx#l3 # set fade time (in seconds) boss2_3ningumi_ver6.adx#f10.5 # set fade delay (in seconds) boss2_3ningumi_ver6.adx#d0.5 # ignore and disable loops boss2_3ningumi_ver6.adx#i # don't fade out and instead play the song ending after boss2_3ningumi_ver6.adx#F # this song has a nice stop # force full loops from end-to-end boss2_3ningumi_ver6.adx#E # settings can be combined boss2_3ningumi_ver6.adx#l2#F # 2 loops + ending # settings can be combined boss2_3ningumi_ver6.adx#l1.5#d1#f5 # boss2_3ningumi_ver6.adx#l1.0#F # this is equivalent to #i ``` ### Force sample rate **`#h(sample rate)`**: for a few games that set a sample rate value in the header but actually play with other (applying some of pitch or just forcing it). **Super Paper Mario (Wii)** ``` btl_koopa1_44k_lp.brstm#h22050 #in hz ``` **Patapon (PSP)** ``` ptp_btl_bgm_voice.sgd#s1#h11050 ``` ### Install loops **`#I(loop start time) (loop end time)`**: force/override looping values, same as .pos but nicer. Loop end is optional and defaults to total samples. Time values can be `M:S(.n)` (minutes and seconds), `S.n` (seconds with dot), `0xN` (samples in hex format) or `N` (samples). Beware of the subtle difference between 10.0 (ten seconds) and 10 (ten samples). Wrong loop values (for example loop end being much larger than file's samples) will be ignored, but there is some leeway when using seconds for the loop end. **Jewels Ocean (PC)** ``` bgm01.ogg#I32.231 # from ~1421387 samples to end #bgm01.ogg#I 0:32.231 # equivalent #bgm01.ogg#I 1421387 4212984 # equivalent, end is 4212984 #bgm01.ogg#I32.231 1_35.533 # equivalent, end over file samples (~4213005) but adjusted to 4212984 #bgm01.ogg#I 1421387 4212985 # ignored, end over file samples #bgm01.ogg#I32.231 1_37 # ignored, end over file (~4277700) but clearly wrong ``` Use this feature responsibly, though. If you find a format that should loop using internal values that vgmstream doesn't detect correctly, consider reporting the bug for the benefit of all users and other games using the same format, and don't throw out the original loop definitions (as sometimes they may not take into account "encoder delay" and must be carefully adjusted). Note that a few codecs may not work with arbitrary loop values since they weren't tested with loops. Misaligned loops will cause audible "clicks" at loop point too. ## OTHER FEATURES ### Default commands You can set defaults that apply to the *resulting* file. This has subtle differences vs per-file config: ``` BGM01_BEGIN.VAG BGM01_LOOPED.VAG # force looping from begin to end of the whole thing commands = #E ``` ``` # mix 2ch * 2 BGM_0_012_04.wem BGM_0_012_07.wem mode = layers # plays R of BGM_0_012_04 and L of BGM_0_012_07 commands = #c2,3 ``` As it applies at the end, some options with ambiguous or technically hard to handle meanings may be ignored: ``` bgm.sxd2 bgm.sxd2 # ignored (resulting file has no subsongs, or should apply to all?) commands = #s12 ``` ### Force plugin extensions vgmstream supports a few common extensions that confuse plugins, like .wav/ogg/aac/opus/etc, so for them those extensions are disabled and are expected to be renamed to .lwav/logg/laac/lopus/etc. TXTP can make plugins play those disabled extensions, since it calls files directly by filename. Combined with TXTH, this can also be used for extensions that aren't normally accepted by vgmstream. ### TXTP combos TXTP may even reference other TXTP, or files that require TXTH, for extra complex cases. Each file defined in TXTP is internally parsed like it was a completely separate file, so there is a bunch of valid ways to mix them. ### TXTP parsing *Filenames* may be anything accepted by the file system, including spaces and symbols, and multiple *commands* can be chained: ``` bgm bank#s2#c1,2 ``` You may add spaces as needed (but try to keep it simple and don't go overboard), though commands *must* start with `#(command)` (`#(space)(anything)` is a comment). Commands without corresponding file are ignored too (seen as comments too), while incorrect commands are ignored and skip to next, though the parser may try to make something usable of them (this may be change anytime without warning): ``` # those are all equivalent song#s2#c1,2 song #s2#c1,2 # comment song #s 2 #c1,2# comment song #s 2 #c 1 , 2# comment #s2 #ignores rogue commands/comments # seen as incorrect and ignored song #s TWO song #E enable song #E 1 song #Enable song #h -48000 # accepted song #E # comment song #c1, 2, 3 song #c 1 2 3 # ignores first and reads second song #s TWO#c1,2 # seen as #s1#c1,2 song #s 1,2 #c1,2 # all seen as #h48000 song #h48000 song #h 48000hz song #h 48000mhz # ignored song #h hz48000 # ignored as channels don't go that high (may be modified on request) song #c32,41 # swaps 1 with 2 song #m1-2 song #m 1 - 2 # swaps 1 with "-2", ignored song #m1 -2 ``` *Values* found after *=* allow spaces as well: ``` song#s2 loop_start_segment = 1 #s2# #commands here are ignored song commands=#s2 # commands here are allowed commands= #c1,2 ``` Repeated commands overwrite previous setting, except comma-separated commands that are additive: ``` # overwrites, equivalent to #s2 song#s1#s2 # adds, equivalent to #m1-2,3-4,5-6 song#m1-2#m3-4 commands = #m5-6 ``` The parser is fairly simplistic and lax, and may be erratic with edge cases or behave unexpectedly due to unforeseen use-cases and bugs. As filenames may contain spaces or #, certain name patterns could fool it too. Keep in mind this while making .txtp files. ## MINI-TXTP To simplify TXTP creation, if the .txtp is empty (0 bytes) its filename is used directly as a command. Note that extension is also included (since vgmstream needs a full filename). - *bgm.sxd2#12.txtp*: plays subsong 12 - *Ryoshima Coast 1 & 2.aix#c1,2.txtp*: channel mask - *boss2_3ningumi_ver6.adx#l2#F.txtp*: loop twice then play song end file normally - etc