5dda862188ca42be0381bbd363fca736.jpg

That is configration i use in sound forge 11 and only option work but i dont now is lp2 or lp 4 or +



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LP2 Mode: This uses a 132 kbit/s data rate, the quality of which is advertised to be similar to that of MP3 encoded at a similar bit rate.
i guess it's lp2 bc of the 132kbps, if so you may try this: https://github.com/Treeki/atrac3tool
 
I will test it and confirm u the result


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I compile the code and there is error message ATTRC3 not found when using utility so i search in microsoft to now is there library missing and there is not any library missing ?


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I compile the code and there is error message ATTRC3 not found when using utility so i search in microsoft to now is there library missing and there is not any library missing ?


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can you post a screenshot of the error? it might be the case that you're trying to compile a x64 version which is not possible, since the atrac3 codecs are only x86. If you compile a x86 version, put the .wav files in the same folder as the tool and enter the following cmd:

atrac3tool.exe Track02.wav Track02.aa3

Just change the tracknumber for the remaining tracks. I just tried it, the tool does convert to aa3, only it's 32bit instead of the required 16bit. If that's fixed it will work on the ps3 for ps1 games...otherwise it wont.
 
That is configration i use in sound forge 11 and only option work but i dont now is lp2 or lp 4 or +
Interestingly, ATRAC3plus will go?
bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]

I use GoldWave to convert ATRAC: https://www.goldwave.com/
And a set of utilities from the Sound_tools.

Encoding2 channels of LPCM audio, each signed 16-bit values sampled at 44100 Hzsource
CDDA PSXThis list is for games of the original PlayStation console that feature CDDA audio trackssource
 
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can you post a screenshot of the error? it might be the case that you're trying to compile a x64 version which is not possible, since the atrac3 codecs are only x86. If you compile a x86 version, put the .wav files in the same folder as the tool and enter the following cmd:

atrac3tool.exe Track02.wav Track02.aa3

Just change the tracknumber for the remaining tracks. I just tried it, the tool does convert to aa3, only it's 32bit instead of the required 16bit. If that's fixed it will work on the ps3 for ps1 games...otherwise it wont.

d3d817b71cdc07c153e93dff7d63560c.jpg
that is the error i now its x86 so i compile it for x86 and extract track from psone cd and face the error in screen shot ? We need tool can convert wav to aa3 file 16bit ?



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d3d817b71cdc07c153e93dff7d63560c.jpg
that is the error i now its x86 so i compile it for x86 and extract track from psone cd and face the error in screen shot ? We need tool can convert wav to aa3 file 16bit ?



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Have you installed the codec first? I added the codec in the rar below.
Yes we need 16bit because 32bit don't work on a ps3.

UPDATE: I've mailed the creator of the atrac3tool with the request to change the output to 16bit. Tho the tool is 3 years old, the creator is a busy guy on github...so let's hope that he will help us :)
 
Interestingly, ATRAC3plus will go?
bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]

I use GoldWave to convert ATRAC: https://www.goldwave.com/
And a set of utilities from the Sound_tools.

Encoding2 channels of LPCM audio, each signed 16-bit values sampled at 44100 Hzsource
CDDA PSXThis list is for games of the original PlayStation console that feature CDDA audio trackssource

You can confirm that ATRAC3plus injected in EBOOT's works for ps3? That would give us a bit more options to find a commandline wav to aa3 converter
 
You can confirm that ATRAC3plus injected in EBOOT's works for ps3? That would give us a bit more options to find a commandline wav to aa3 converter
ATRAC3plus - is an encrypted ATRAC3
Yes, I confirm that almost all the files for the PSP are encrypted in ATRAC3plus, in particular, these are system files like gameboot.pmf - a screensaver when the game starts. And many games for PSP also contain a sound in the format ATRAC3plus. And if we can play PSP games on PS3, then PS3 can also play this codec.

But the truth is a bit different, because the PSX games are played through the PSX emulator, both on the PSP and on the PS3. Therefore, I have not yet tested this case on the PS3, you just need to censor the sound and check.

Also, PSP has backward compatibility. For example, if the game had the sound ATRAC3plus, then you can change it to a normal ATRAC3 with the header RIFF .... WAVEfmt, then the PSP will still play it. The sound is decoded by a hardware decoder.

2LxUQ.png
 
ATRAC3plus - is an encrypted ATRAC3
Yes, I confirm that almost all the files for the PSP are encrypted in ATRAC3plus, in particular, these are system files like gameboot.pmf - a screensaver when the game starts. And many games for PSP also contain a sound in the format ATRAC3plus. And if we can play PSP games on PS3, then PS3 can also play this codec.

But the truth is a bit different, because the PSX games are played through the PSX emulator, both on the PSP and on the PS3. Therefore, I have not yet tested this case on the PS3, you just need to censor the sound and check.

Also, PSP has backward compatibility. For example, if the game had the sound ATRAC3plus, then you can change it to a normal ATRAC3 with the header RIFF .... WAVEfmt, then the PSP will still play it. The sound is decoded by a hardware decoder.

2LxUQ.png

As you're saying yourself, this is about PS1 games as an EBOOT and the PSP handles those differently than the regular PSP games with atrac3+. Plus on the emulation side of it POPS (psp) and PS1EMU/PS1NETEMU (ps3) work different. Hence the question whether atrac3+ works inside a ps1 eboot on ps3.
 
Have you installed the codec first? I added the codec in the rar below.
Yes we need 16bit because 32bit don't work on a ps3.

UPDATE: I've mailed the creator of the atrac3tool with the request to change the output to 16bit. Tho the tool is 3 years old, the creator is a busy guy on github...so let's hope that he will help us :)

I test converted file aa3 file by this tool and not working ? Could u send to devloper that write tool code to build it with same rate in picture i send to u ? If he can ? I test pepsiman and BGM not working with this tool i think and i test in the past if bit rate and khz not the same in picure not working i think that is the problem?
801abeaa762cd2a54b6d19dfc3e9e49d.png
0c6bb65003e8a8f3fa54b843fd9bae24.jpg



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I test converted file aa3 file by this tool and not working ? Could u send to devloper that write tool code to build it with same rate in picture i send to u ? If he can ? I test pepsiman and BGM not working with this tool i think and i test in the past if bit rate and khz not the same in picure not working i think that is the problem?
801abeaa762cd2a54b6d19dfc3e9e49d.png
0c6bb65003e8a8f3fa54b843fd9bae24.jpg



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Thank you for testing, same result as i got yesterday with Sled Storm (SLUS00955):
I just tried it, the tool does convert to aa3, only it's 32bit instead of the required 16bit. If that's fixed it will work on the ps3 for ps1 games...otherwise it wont.

Kbps doesn't matter, as long as it has a 32kbps min to 132kbps max margin. More important are the bit and sample rate (44.1 kHz sampling rate, 16 bits per sample) and those are already mailed to the developer of the tool. I already looked into his code and did find where you could change the bits per sample (so i did, to 16), but after compiling the changed code the codec refused to convert. Which can mean 2 things: i messed up his code (big chance, lol) or the codec is hardcoded to 32bit (bigger chance the more i read about it)
 
As you're saying yourself, this is about PS1 games as an EBOOT and the PSP handles those differently than the regular PSP games with atrac3+. Plus on the emulation side of it POPS (psp) and PS1EMU/PS1NETEMU (ps3) work different. Hence the question whether atrac3+ works inside a ps1 eboot on ps3.
To be honest, I generally do not know what's there with PSX games, what kind of sound they have, what bitrate and what media info. I've never had a PS1 or even a PS3. I was just asked to make a converter and I did it. And of course I read a little information, looked at how it works.

I wanted to ask you what sound is supported and what characteristics are required. And that there with games more than 2 GB. Just now while I'm doing another job and after a few days I'll be free, then I'll figure it out myself, because until you see it, nobody will do it))) Although, I hope, during this time you will gather all the necessary information
 
To be honest, I generally do not know what's there with PSX games, what kind of sound they have, what bitrate and what media info. I've never had a PS1 or even a PS3. I was just asked to make a converter and I did it. And of course I read a little information, looked at how it works.

I wanted to ask you what sound is supported and what characteristics are required. And that there with games more than 2 GB. Just now while I'm doing another job and after a few days I'll be free, then I'll figure it out myself, because until you see it, nobody will do it))) Although, I hope, during this time you will gather all the necessary information

aah okay now i understand, send me all of your questions directly (so we wont bother others in this thread) and i will try to answer them :)
 
More important are the bit and sample rate (44.1 kHz sampling rate, 16 bits per sample) and those are already mailed to the developer of the tool. I already looked into his code and did find where you could change the bits per sample (so i did, to 16), but after compiling the changed code the codec refused to convert. Which can mean 2 things: i messed up his code (big chance, lol) or the codec is hardcoded to 32bit (bigger chance the more i read about it)
Above, I laid out a set of programs Sound_tools. I do not understand why you will not use this kit. There is a utility PSPat3tool. With this utility, we have always converted sounds for PSP. And, as it seems to me, it is by its characteristics just should be suitable for PS1.
SCEI ATRAC3plus Codec TOOL Version 2.0.0.0
SCE CONFIDENTIAL
Copyright(C) 2007 Sony Computer Entertainment Inc. All Rights Reserved.
*** built w/ ATRAC3plus library version 1.02 ***

Usage : at3tool [-<option>] file1 file2

-e : encode file1(16bit linear PCM wav file) to file2
below options only affects to encoding mode(when not, they will be ignored)
-br N: specify the bitrate Nkbps
-loop S E: specify the loop start point is S samples from the beginning
specify the loop end point is E samples from the beginning
S and E must satisfy under conditon
0 <= S < S + 6143 <= E < number of samples in file1
-wholeloop: set the whole loop

-d : decode to file1 to file2(16bit linear PCM wav file)
below options only affects to decoding mode(when not, they will be ignored)
-repeat N: repeating LOOP part N times(default 2)

This ATRAC3plus program supports only the following parameters

bitrate = 52[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 105[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 132[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 32[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 160[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 192[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 256[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 320[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 352[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
 
Above, I laid out a set of programs Sound_tools. I do not understand why you will not use this kit. There is a utility PSPat3tool. With this utility, we have always converted sounds for PSP. And, as it seems to me, it is by its characteristics just should be suitable for PS1.
SCEI ATRAC3plus Codec TOOL Version 2.0.0.0
SCE CONFIDENTIAL
Copyright(C) 2007 Sony Computer Entertainment Inc. All Rights Reserved.
*** built w/ ATRAC3plus library version 1.02 ***

Usage : at3tool [-<option>] file1 file2

-e : encode file1(16bit linear PCM wav file) to file2
below options only affects to encoding mode(when not, they will be ignored)
-br N: specify the bitrate Nkbps
-loop S E: specify the loop start point is S samples from the beginning
specify the loop end point is E samples from the beginning
S and E must satisfy under conditon
0 <= S < S + 6143 <= E < number of samples in file1
-wholeloop: set the whole loop

-d : decode to file1 to file2(16bit linear PCM wav file)
below options only affects to decoding mode(when not, they will be ignored)
-repeat N: repeating LOOP part N times(default 2)

This ATRAC3plus program supports only the following parameters

bitrate = 52[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 105[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 132[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 32[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 160[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 192[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 256[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 320[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 352[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]

Because it outputs 32bit audio and like stated before that won't work with ps1 eboots on ps3:

View attachment 13411

Plus we've to find another converter to change at3 to aa3 for ayassinsayed's injector script to work.
We already have everything working with soundforge, just want to find a cmd line conversion tool (bc soundforge is gui based) so that everything needed for ps1->ps3 is in 1 tool
 
Because it outputs 32bit audio and like stated before that won't work with ps1 eboots on ps3:

View attachment 13411
I highlighted the most important thing in red. Look carefully. The utility writes that encoding and decoding is possible only in 16 bits. Do you really think that Sony is so blatantly deceiving? )))
SONY SCE said:
-e : encode file1(16bit linear PCM wav file) to file2
-d : decode to file1 to file2(16bit linear PCM wav file)

bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
 
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I highlighted the most important thing in red. Look carefully. The utility writes that encoding and decoding is possible only in 16 bits. Do you really think that Sony is so blatantly deceiving? )))

The 16 bit in highlighted text is for the wav file, hence the pcm reference: encode=16bit wav to at3 decode=at3 to 16bit wav.
Maybe the cdda explanation in this link will give you more information:

http://kpss-rutracker.org/forum/viewtopic.php?t=5499909

-берём .wav файлы ваших треков, конвертируем их в .aa3(ATRAC3) с помощью Sony Sound Forge со следующими настройками: 132 Kbps, 44 100 hz, Stereo (ATRAC3). именно ATRAC3 а не ATRAC3plus, ничего кроме обычного ATRAC3 работать не будет, максимальный битрейт у этого формата - 132к
 
Above, I laid out a set of programs Sound_tools. I do not understand why you will not use this kit. There is a utility PSPat3tool. With this utility, we have always converted sounds for PSP. And, as it seems to me, it is by its characteristics just should be suitable for PS1.
SCEI ATRAC3plus Codec TOOL Version 2.0.0.0
SCE CONFIDENTIAL
Copyright(C) 2007 Sony Computer Entertainment Inc. All Rights Reserved.
*** built w/ ATRAC3plus library version 1.02 ***

Usage : at3tool [-<option>] file1 file2

-e : encode file1(16bit linear PCM wav file) to file2
below options only affects to encoding mode(when not, they will be ignored)
-br N: specify the bitrate Nkbps
-loop S E: specify the loop start point is S samples from the beginning
specify the loop end point is E samples from the beginning
S and E must satisfy under conditon
0 <= S < S + 6143 <= E < number of samples in file1
-wholeloop: set the whole loop

-d : decode to file1 to file2(16bit linear PCM wav file)
below options only affects to decoding mode(when not, they will be ignored)
-repeat N: repeating LOOP part N times(default 2)

This ATRAC3plus program supports only the following parameters

bitrate = 52[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 66[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 105[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 132[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 32[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 1[ch], Sampling Rate = 44100[Hz]
bitrate = 48[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 64[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 96[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 128[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 160[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 192[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 256[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 320[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]
bitrate = 352[kbps], Ch = 2[ch], Sampling Rate = 44100[Hz]

I test that sony sdk tool in the past and not working bro i see that work only when u need to make game music in xmb menu for game and it can repeat sound again and again not for use in psx games bgm ?


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OP should add a note to the PSX and PSP converter section that the packages are copied to the HDD as PSN PKGs and have to be installed from there.
By unlocking the package manager the PSN packages don't appear on the XMB so one could easily overlook it.

And NTSC PS1 games need to have the RESOLUTION flag in the PARAM.SFO set to 1 or 480(4:3) to play in 60 Hz on PAL PS3s.
 
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