# 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. Simply create a file named `(filename).txtp`, and inside write the commands described below. ## TXTP FEATURES ### Play separate intro + loop files together as a single track Some games clumsily loop audio by using multiple full file "segments": __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 ``` Channel number must be equal, mixing sample rates is ok (uses first). 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 ``` ### Multilayered songs TXTP "layers" play songs with channels/parts divided into files as one (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. ### Minifiles for bank formats without splitters __Super Robot Taisen OG Saga - Masou Kishin III - Pride of Justice (Vita)__: _bgm_12.txtp_ ``` # select subsong 12 bigfiles/bgm.sxd2#12 #relative paths are ok too for TXTP #bigfiles/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 subsongs as one __Prince of Persia Sands of Time__: _song_01.txtp_ ``` # can use ranges ~ to avoid so much C&P amb_fx.sb0#254 amb_fx.sb0#122~144 amb_fx.sb0#121 #notice "#" works as config or comment #3rd segment = subsong 123, not 3rd subsong loop_start_segment = 3 ``` ### Channel mask for channel subsongs/layers __Final Fantasy XIII-2__: _music_Home_01.ps3.txtp_ ``` #plays channels 1 and 2 = 1st subsong music_Home.ps3.scd#c1,2 ``` __Final Fantasy XIII-2__: _music_Home_02.ps3.txtp_ ``` #plays channels 3 and 4 = 2nd subsong music_Home.ps3.scd#c3,4 # song still has 4 channels, just mutes some ``` ### Custom play settings 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 ``` For segments and layers the first file defines looping options. ### Force sample rate A few games 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 ``` ### 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. ### 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, should apply to all?) commands = #s12 ``` ## TXTP PARSING ISSUES *Commands* can be chained, but must not be separated by a space (everything after space may be ignored): ``` bgm bank.sxd2#s12#c1,2 #spaces + comment after commands is ignored ``` ``` #commands after spaces are seen as comments and ignored BGM01_BEGIN.VAG #c1,2 BGM01_LOOPED.VAG #c1,2 ``` However *values* found after *=* allow spaces until value start, and until next space: ``` bgm.sxd2#s12 loop_start_segment = 1 #spaces surrounding value are ignored ``` ``` bgm.sxd2 commands = #s12#c1,2 #must not have spaces once value starts until end ``` The parser is very simplistic and fairly lax, though 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