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CookieRevised
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RE: MsgPlus Sound Pack Extractor
quote:
Originally posted by raceprouk
quote:
Originally posted by Segosa
I've made a simple program which will turn Messenger Plus Sound Packs (*.plp) into seperate mp3 files of each sound contained within the sound pack.
Nice!
Next job: a program that does the reverse :)
MP3 to Plus! .dat or .plp? Not possible, unless you make your own MP3 decompressor, decoder and compressor, encoder and have a massive knowledge of the MP3 structure and compressing and encoding (which is copyrighted by the way). And I can tell you that that is a massive and complicated job. Use the integrated Lame encoder in Plus! instead...

If you mean Plus! .dat to .plp., then that's dead easy (I'm already planning on making a full Winzip-like .plp editor; the "complicated" part is the UI, as many many possebilities you can do with it exist. And it must be n00b proof :p).

quote:
Originally posted by Dempsey
except it wouldnt be possible as sounds need to be added by plus! so that they get sent to the server and get assigned a hash
No. When you create your own Plus! sound from a existing file or recording source, the sound is not sent to the server at all.  The hash is created when you create the sound, it isn't the server that returns the hash. The hash is part of the sound format. It is only the first time you sent the new created sound to someone in a conversation, that it will be uploaded to the server (and rejected if it is malformed).






quote:
Originally posted by Segosa
Let me know of any bugs and such, if you find any. I've done some extensive error checking and it only crashes if you hex edit the *.plp file and remove large portions of it :P, it's fairly stable otherwise.
How far do you wanna go in sound file error checking? eg: there are sounds which aren't properly created (mainly sounds created in the first days, let's call them the "beta-test sounds" :p, but current sounds also exist which are also not well formed though). Although the MP3 will be played, on most players, the MP3 data stream itself isn't a properly created. (not @ segosa but for others: the reason why they still will be played is because of the nature of the MP3 structure). You could easly auto-fix these sounds if you do some further checking on them and the Plus! hash.

I also encountered recent Plus! sounds which have a bad last audio frame. Dunno how accurate this is (must do further checking on that frame) or how the possible bad frame got there (bug in Lame3.96?). But this can be checked also...

Also something you could do is to check for inproper/corrupted .plp files and do some errorchecking on them, and even fix stuff.

Also something I would do is to add an ID3v2.x tag to the MP3 to make it properly readable by all players (some just ignore the ID3v1.0 tag). And while doing so, fix the "Plus! style" ID3v1.0 tag into a proper "MP3" ID3v1.0 tag.

It all depends on how far you wanna take this though....
Just some random pointers ;)

This post was edited on 04-02-2005 at 02:40 PM by CookieRevised.
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04-02-2005 02:21 PM
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Messages In This Thread
MsgPlus Sound Pack Extractor - by segosa on 03-29-2005 at 03:31 PM
RE: MsgPlus Sound Pack Extractor - by Eljay on 03-29-2005 at 03:50 PM
RE: MsgPlus Sound Pack Extractor - by Anubis on 03-29-2005 at 04:31 PM
RE: MsgPlus Sound Pack Extractor - by segosa on 03-29-2005 at 05:06 PM
RE: MsgPlus Sound Pack Extractor - by RaceProUK on 03-29-2005 at 07:09 PM
RE: MsgPlus Sound Pack Extractor - by Dempsey on 03-29-2005 at 07:46 PM
RE: MsgPlus Sound Pack Extractor - by segosa on 04-02-2005 at 06:39 AM
RE: MsgPlus Sound Pack Extractor - by ShawnZ on 04-02-2005 at 06:50 AM
RE: MsgPlus Sound Pack Extractor - by Matti on 04-02-2005 at 08:43 AM
RE: MsgPlus Sound Pack Extractor - by CookieRevised on 04-02-2005 at 02:21 PM
RE: MsgPlus Sound Pack Extractor - by Dempsey on 04-02-2005 at 03:12 PM
RE: MsgPlus Sound Pack Extractor - by Sunshine on 04-03-2005 at 11:17 AM
RE: MsgPlus Sound Pack Extractor - by Intosia on 01-09-2008 at 05:44 PM
RE: MsgPlus Sound Pack Extractor - by Dimagine on 06-28-2008 at 02:08 PM


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