Extreme110
03-20-2015, 08:48 AM
This is the most complete rip of Bungie's brilliant 2004 shooter, Halo 2. Please read the Notes under the download link for more information.


274 Songs, 2:18:59 Playtime, 382.1MBs Uncompressed
MP3 320KB/s
All IDv3 Tagged.
Organised into folders.
Includes Cover Art and .m3u Playlists (based off the folders).
Custom Names either based off quotes from the specific cutscene, the place the track is played or what is happening when the music plays.



HALO 2 --- VERSION 1



Download Links:

MEGA: DOWNLOAD! (https://mega.co.nz/#!EdA3zYzB!3cPqlnEXmvtTlonae6SGAaGqN5ycJF70WFvtX0G RZ7g)


Important Notes:

This is the first rip (I know of) that all of the individual menu songs extracted from the game. All of the menu tracks had to be extracted by hand; they are actually encoded in the XWMA format instead of the ADPCM format the other files use. By finding the file offsets and chunk sizes of the data (the physical data is stored in a different location to the tag files that references the data), I was able to use a Hex Editor to rip the data chunks, save the chunks as .wma files and convert them to .mp3. The reason they are a different format is the same reason they are a higher quality audio/have less compression artifacts; during the game, you have lots of sound effects, dialogue, background atmosphere and other sound elements mixing with the music, so the developers could get away with packing the quality of the audio lower. In the menu, since you are only hearing the music, the files needed to be higher quality.
There are 3 "deleted" tracks included. These tracks were included the files and were programmed in, but were lacking the correct script functions for them to play. Thankfully their order in the files were retained so it's possible to guess where they were supposed to play. "Glue (F Note) (No High) (In)" is supposed to play when you enter Regret's Temple, but is missing a "Start" function (the stop function exists and is even called during the game script). "Swell (Stinger) (Six)" was supposed to play at some point between "High Moans" and "Ionizer", but it has no functions within the game script. "Spooky Ambience Two (Loop) (Two)" was supposed to play before "Women Choir Three", but again lacks both the start and stop music functions.
There are two variations of the non-loop "Trying Winds" song. One was called "bakboys" in the files, and the other was called "boys". The former now has the tag "Background Choir", while the latter is "Boy Choir".
The full version of Peril did not actually have "Full" in the filename, but I added it as a tag to make it clear.
In almost every single instance, I use Alt-Outs and Alt-Trans-Outs interchangeably because they lack one or the other. The only exception is "Retro (Full) (Alt Transition Out)".
Except for a few examples where "Choir" was already used, I have renamed any instance of "Vox" to "Choir" as it sounds better, and there are no instances where the Vox is not referring to a full choir.
There are a few instances of names that had to be made up on the spot; "new_halo_steve_ck\nhsc..." became "Halo (Scarab)", "halo_rev_short" became "Halo (Short)", "steve2_nolead\stvnolead\in" became "Halo (No Lead)", "Bomay" is what the actual file was called, and there is no indication of what it means, "bdfull" became "Flood Bait", "end1_vox" became "Halo 2 Theme (Menu)", "mid_wmel" became "He Flew Pretty Good! (Menu)".
Two tracks were given names from the official Halo albums; "15_strings" became "Unforgotten (Menu)" and "Groove2" became "In Amber Clad" since there was already a track called Groove, and I felt they were totally different in every way and wanted to make them distinct.
"More Strings" is the actual file name; I will probably improve the name when I extract Halo 3's soundtrack, since the same track appears in that game.
The file "06_sentinelwalls\x07\music\x07_02_mus" was exactly the same as "Swell (Stinger) (One)" (but a completely different filename, since the latter is named like a cutscene music file). I decided to remove the duplicate.
One of the duplicates of "Glue (G Note) (No High) (Loop)" was incorrectly listed as a "No Low", even though it was the same as the others.
There are 18 audio tracks that started with a "Loop2" instead of "Loop1". Because there's no tag data for a Loop1 in any of these tracks, I believe this is either a developer mistake, or variations of these loops were removed during development.
There was a conflict in the filenames between the In and Loop sections of the "Tension (No Strings) (Alt)" track. One was named Loop2 when it was clearly the "In", while the other was called the "Loop1". I have named them as I felt was appropriate.
Swell stingers 1, 2 and 4 do not exist, and Trill stingers 1, 2 and 3 do not exist.
There are about 5 loops which are named "Short Loop", and yet had the same size and sound as all the other regular loops, so I named them as normal.



Raw Song List Notes (mostly outdated, will update in future):
-01-

ambient.spook2.spk2.loopshort.loop1 plays when the Convenant are breaching the first blast door in Level 1, and when dirgeperc ends
18_dirgeperc.18perc.alt_loop.alt_loop1 + 18_dirgeperc.18perc.alt_out play after this
ambient.borealis.bor.in + ambient.borealis.loop1 play when the Malta is destroyed
stingers.harp_hit1 plays when the Athens blows up
glue.f_full.ffull.in plays when you leave the original tutorial workship and enter the next area with Covenant troops
stingers.swell_trill4 plays when the drones appear on the space elevator
ambient.backrhodes.br.in and loop play once you go past the very first jetpack elites, and enter space
05_nostrings.05_tension_ns.in plays when you must defend the bomb

-03-

glue.c_nohi.cnohi.in + glue.c_nohi.cnohi.loop.loop2 + glue.c_nohi.cnohi.loop.loop3 plays once the phantoms return
01_groove1_rhythm.grv1_rth.in plays after the Pelican announces it'll arrive somewhere else
01_groove1_rhythm.grv1_rth.alt_trans_in.alt_loop3 and the alt loops play once the hunters show up
01_groove1_vox.grv1_vox.in plays once Johnson splits from Chief
ambient.cultivate_thin.culthin.in plays when you enter the dark building after crossing sniper valley
Glue (G Note) (No High) (In) plays on the beach
stingers.swell3 plays when the Scarab fires through the tunnel
Glue (C Note) (No Low) (In) plays directly after this
01_groove1_full.grv1.in plays when you reach the Covenant Double Deckers

halo_rev_short.haloshrt.in plays when you get part way across the bridge
halo_rev_short.haloshrt.alt_trans_in plays after Cortana mentions the "Welcome party"
glue.e_nohi.enohi.in plays once you've killed all enemies in the Welcome Party
ec_ingame.ecsuper.in plays when you arrive on the streets of Mombasa

-04-

ambient.cultivate_full.culfull.in plays after you go down the elevator
13_sleepagain.13sleep.in plays once you head down the ramps from the seraph/elevator room
glue.e_nolow.enolow.in plays when you find the banshees, and the heretic leader flies off
incubus.inc.in plays once you take off in the banshee

ambient.spook1.spk1.in plays once you encounter the first group of flood (underneath the stained glass)
womenchoir1.wc1.in fades in once you leave the first flood attack room
ambient.flashback.fb.in plays when you first see flood carriers, after getting off the elevator
06_bdfull.bdfull.loop.loop1 plays when you find the Heretic leader, and you are killing all the enemies before his cutscene
stingers.shaker_stinger plays once you get to the little platform one level above where the Heretic hid in the room
Glue (G Note) (Full) (In) is supposed to play right after you cut the second cable
Swell (Stinger) (Two) plays when you cut all three cables
19_rhythmshad.19rshd.in plays when you get to the second building, and enter the hallway-stairs with the red lights

-05-

peril_nl.notaloop.loop.peril_nl plays a little bit after you've landed on Halo
02_perc_only.02_perc.in plays when Johnson lands with the Warthogs
ambient.heliumqueen.hlmqun.in plays when you reach the bridge controls, and you have to deal with the Wraiths first
10_retro_full.10retro.in plays soon after you cross the bridge and are about to enter the tunnel
02_groove2.02_grv2.in plays when you reach the Sniper Valley
sadend_nl.notaloop.loop.sadend plays when you reach the Forerunner buildings, after leaving Sniper Valley

05_full.05_tension_full.in plays when you leave the Prophet's recording room
glue.d_full.dfull.in plays when the Covenant ship appears, just before you hop on the hover-boat things to go to the submarines
12_pulse_drums.12drums.in combines with the previous once the shipful of covenant arrive and you have to defeat them
more_strings.morstngs.in plays when finish off all the enemies half way through the boat ride
remembrance_nl.notaloop.loop.remembrance plays when you go through the water
underwater.uw.in plays when the submarine arrives
underwater2.uw2.in plays when you arrive in the flooded room, after the hunter battle
remem_wstrings_nl.notaloop.loop.remem_wstrings plays when you go through the second submarine section
more_strings.morstngs.in replays when you go on the second hover-boat journey
Glue (F Note) (No High) (In)...interesting case, see above

-06-

himoans.hmns.in plays as you down the slide after activating the first pylon
Swell (Stinger) (Six) was supposed to play between these two, but it has no files in the script
ambient.ionizer.ion.in plays right after you get a message from Tartur Sauce about deactivating the first shield thing
ambient.glassorbit.glsorb.in plays after you disable the first shield and "Buyers Remorse" has disappeared
ambient.spook4.spk4.in plays after you land after disabling the first pylon in the flood zone
confused_all.conall.in plays as you go down the slide after leaving the flood zone
stingers.swell5 plays once you land from that slide
glue.e_full.efull.in is glued over confused_all once you enter the room

steve2_full_nl.notaloop.loop.steve2_full_nl plays when you go past the s curve and enter the big room on vehicles
04_menace_b.menace.in plays when you enter the volcanic-kind of area
glue.g_nohi.gnohi.in plays while on foot, and you enter the next large room after passing through the tiny hallway
sadstrings_nl.notaloop.loop.sadstrings plays once you go through the tunnel, past a wraith
ambient.tryingwinds.twinds.in plays once you trigger the elevator cutscene
06_sentinelwalls.c06_intra2.music.c06_intra2_01_mu s plays directly after the previous (in) track
ambient.tryingwinds.twinds.loop.loop1 and maybe loop2 are glued over the top (and continue to play glued over the top until you arrive at the docking station)
10_retro_perc.10perc.in plays as you start going upwards
glue.g_nohi.gnohi.in plays again when you arrive at the dock and during the cutscene
06_sentinelwalls.x07.music.x07_02_mus plays during the cutscene when the tentacle gives way and she starts to fall
06_sentinelwalls.x07.music.x07_03_mus plays after Johnson attempts to call the Marines, and then aims his gun

-07a-

01_groove_jm.grvjm.in plays after you put Cortana in her socket and go around a corner to find some grunts
glue.f_full.ffull.in is glued over the top when you go out the door to the area where Arbiter was fried
11_lopulse.11lo.loop_short.loop1 plays once you land in the detention block after the long grav-lift down (NOTE: THIS MAY BE COMBINED WITH THE COMMON TRACK OF THE SAME NAME)
peril.prl.in plays when you get to the moon rock area thing
glue.c_full.cfull.in is played right after the Human Frigate flys overhead on the platform
ambient.tryingwinds_boys_nl.notaloop.loop.tryingwi nds_boys plays halfway through the second jump pad bridge, after Tartar Sauce demands the Brutes cast down the Elites (and plays a few other times after that)
benjamin.ben.in plays when you enter the hunter room

-08a-

ambient.sadvox.sdvx.in starts during the cutscene
18_dirgeperc.18perc.in is glued over the top when you reach the first friendly elite
steve2_nolead.stvnolead.in plays once you reach the tunnel with the ghost
18_dirge_nl.notaloop.loop.18mix plays as you're going downstream past the waterfall and hit the load point/checkpoint
sadend_nl.notaloop.loop.sadend plays in the cutscene, as Arbiter and SpecOps Commander talk at the Wraith (before the next track)

-07b-

glue.c_nohi.cnohi.in plays immediately after the cutscene
07_bomay_nl.notaloop.loop.02mix is mixed into this
lomoans.lmns.in plays once you've gone around the round-about room and enter a hallway full of flood gas
Gong Details (Stinger) and Shaker (Soft) (Stinger) are both randomly played throughout the length of Low Moans
womenchoir2.wc2.in plays after Gravemind's announcement in the large moon rock room with lots of flood and brutes
ambient.spook5.spk5.in is mixed into this around about the time of Gravemind's second announcement
ambient.flashback.fb.in starts playing about the time you reach the Prophet's inner sanctum elevator, possibly even before

-08b-

10_retro_full.10retro.in plays after the cutscene
glue.g_nohi.gnohi.in is mixed in once you enter the room with the friendly hunters (after the elite tells you the hunters are friendly)
ambient.spook2.spk2.loop.loop1 is mixed in when you reach the room with snipers
ambient.spook3.spk3.in is mixed in when you reach the tunnel
12_pulse_drums.12drums.in is mixed in once you go outside
05_nostrings.05_tension_ns.in plays once you enter the room across the grunt bridge
ec_full_softend_nl.notaloop.loop.ec_full_softend plays when you take the banshee to defend Johnson's scarab
stingers.flashback_sting plays when Johnson blows the fuck out of the door
ambient.tryingwinds_bakboys_nl.notaloop.loop.tryin gwinds_bakboys is mixed into that
06_bdfull.bdfull.alt_loop.alt_loop1 is mixed into that once you trigger the next group of brutes to arrive
19_rhythmshad.19rshd.in is mixed into that once you kill that group of brutes, the door opens and the next 3 arrive
08_deltacliffs.c08_intra3.music.c08_intra3_06_mus plays during the cutscene when the circular platforms open up
11_lopulse.11lo.in at the start of the Tartar Sauce boss fight
crazy_surround.front_speakers.loop.craz_fmt and rear both play after Cortana says "Shoot".
womenchoir3.wc3.in is mixed into this

Halo 2's Audio System - A quick explanation:

Audio tracks are separated into several parts, including In, Out, Loops, as well as Alternate In, Alternate Transition (when a song flips between the ordinary loop and the alternate loop without stopping), Alternate Out, Alternate Transistion Out and Alternate Loops.
Each of those are split into tiny 1-second (usually less) "permutations".
Some tracks have "Sound Details", which are basically additional little stingers which are randomly played based on some parameters the designer sets.
Some tracks are "Glue" tracks. While they are sometimes played by themselves, they generally are designed to layer over other sound files to give them extra flavour.
The sound system has the ability to do fade-ins/fade-outs, and possibly some other audio FX.

Bizargh
03-20-2015, 10:34 PM
Is it just me, or does there appear to be some kind of faint background static with a number of the music files such as "Groove (Full) In" or "You Told Me..."? The kind you'd hear if the music is passing the 0dB Peak Amplitude (Even though the actual music renders are very much below that).

I understand that a lot of hard work went into this rip, believe me, but when I listen to Alpha23's rip of the Halo 2 music files (Self-converted from .LWAV to .WAV with towav.exe) side by side with this .MP3 release, I can't help but notice a more "cleaner" listening experience with Alpha23's .WAVs. I did pick up the "static" in some of them too, but it just seemed to be far more profound in the .MP3 files that it actually irritated my ears, even at lower volumes. Could just be my personal sound hardware though.

But, let it be not forgotten these are in-game music files from a 2004 console game, so perhaps I'm just picking up on some quality drawbacks that might've become more noticeable through the process these .MP3s were taking through & I'm just nitpicking.

But I must add, did you slow down the tracks at all, or is that merely a side effect of the process you utilised? I put "Groove2_loop.wav" & "In Amber Clad (Loop) side by side in Audacity, and the difference was noticeable in the pitch alone, with "Groove2_loop" being the positive match to the Official OST's "In Amber Clad". I'm actually not complaining. Martin O'Donnell & Michael Salvatori's musical compositions for Halo are often even more enjoyable to listen to with a slight pitch alteration.

But, allow me to close off my nitpicky ramble with a big compliment to the file arrangement. Navigation is absolutely flawless! Anyone not very familiar with Halo 2's music could find what they're looking for so swiftly!

Extreme110
03-20-2015, 11:00 PM
I was thinking the same damn thing the entire way through. I'm interested to find out how Alpha did his, because even my directly extracted WAV files (from Halo 2 Vista, btw) had compression artifacts.

---------- Post added at 09:00 AM ---------- Previous post was at 08:49 AM ----------



Actually, did you slow down the tracks at all, or is that merely a side effect of the process you utilised? I put "Groove2_loop.wav" & "In Amber Clad (Loop) side by side in Audacity, and the difference was noticeable in the pitch alone, with "Groove2_loop" being the positive match to the Official OST's "In Amber Clad". I'm actually not complaining. Martin O'Donnell & Michael Salvatori's musical compositions for Halo are often even more enjoyable to listen to with a slight pitch altercation.

That's a side-effect of the process I used. I was noticing it against the official soundtrack, but at the time I wasn't aware if it was because O'Donnell had cleaned the files and pitched them different for the albums, or if I had screwed it up. Thanks for letting me know, when I finish Halo 3, I might investigate how Alpha did his rip and redo this one. Thankfully I still have his Halo 3 rip on hand so I can compare to make sure the audio quality is the same.



But, allow me to close off my nitpicky ramble with a big compliment to the file arrangement. Navigation is absolutely flawless! Anyone not very familiar with Halo 2's music could find what they're looking for so swiftly!

I really appreciate the feedback :) Hopefully I'll get better at this and find a better suite of tools in the near future.

I actually did this rip only because I was slightly annoyed with Alpha's arrangement. I really loved the quality, but I felt like he was lacking a lot of files and there was no clear way to figure out where anything went. Hopefully I've solved that problem.

Bizargh
03-20-2015, 11:03 PM
I was thinking the same damn thing the entire way through. I'm interested to find out how Alpha did his, because even my directly extracted WAV files (from Halo 2 Vista, btw) had compression artifacts.

I personally wish I could find out too. I've never successfully found any method to extract sound from the .map files of Halo 2 (Xbox or PC, although my leads for PC seem stronger) as of yet, but Alpha23's methods for the Video Game Music Preservation Project (Thread 119745) always vary from game to game (And most often seem a bit or far more complex than simply relying on game asset extractors such as GCFScape or Adjutant). But he definitely produced a very clean & true-to-original result, that much I can be certain of.


I actually did this rip only because I was slightly annoyed with Alpha's arrangement. I really loved the quality, but I felt like he was lacking a lot of files and there was no clear way to figure out where anything went. Hopefully I've solved that problem.

That much you certainly did. Never really noticed anything missing (Except for the mentioned lack of menu music, which was easy to find in the OST or could be found in the rest of the in-game files), but you certainly made finding what you're looking for a darn-sight more swift & convenient for those less familiar to game file naming techniques. And in the end, it's like I said, these are in-game files from a 2004 console game. They're not exactly top notch (Even if they outdo a great number of late seventh-gen game that sacrificed their audio fidelity for decreased storage space or optimal performance on the aging hardware), but as far as "take what you can get" music goes, it's a lot better than it could've been.

Betarea
07-29-2016, 05:11 AM
Think you could do this with H2A?

bluemonkey13
11-16-2016, 12:01 AM
Thanks!

Lehnaru
11-16-2016, 09:17 AM
Think you could do this with H2A?

Please do! That would be great!