As part of the quest to dissect the first Chrono Cross CD and differentiate the various data types, I'm trying to find a way of ripping sound data in its native format. Using PSound, I acquire 1740 sound effects/instruments from the physical CD and 18,903 sound effects/instruments from my ripped iso file. Not sure what's causing the huge difference there, but I know lots of the sounds detected on the ripped image are inaudible; perhaps the extra detections are errors. But that's just me thinking out loud. Now onto some questions:
1.) PSound only exports to .WAV, which doesn't help me plot out where all the sound data is on the CD image. Anyone know of a program that can scan for sound data like PSound but export that data in its original format?
2.) According to my rudimentary understanding of how game music "works," the tracks are actually stored as a gazillion separate instrument sounds, then the game music driver uses sequence data to assemble all these sounds into what we perceive as in-game music. Is this understanding basically correct?
3.) I understand that some music is stored as streaming .XA files, though I'm doubting that this is the case with Chrono Cross' music data. But could someone point me to a recommended .XA file ripper, just for the heck of it?
4.) I assume most (if not all) of Chrono Cross' music/sound data is in a proprietary format. Judging from the scant info I can find regarding yaz0r's psf rip, it appears that the game's sound driver is proprietary as well. But does anyone know if sequence (SEQ) data is always in the same format among various games, or can that be proprietary as well?
Any input regarding Playstation sound data ripping / formats / etc. is more than welcome. I know there's a wealth of knowledge regarding SNES sound / music ripping on this board as well, and I imagine experience in that field will be equally applicable to the task this thread is devoted to.