Perhaps, you remember I've
been hecking data formats in Golden Sun.
When I moved on to the music, I worked on a couple classes in Action Script that would play the music back from the original binary data in real time. I didn't realize it was a common format among GBA games until someone mentioned a lot of GBA games music was composed from the default sound library, and I decided to check it out. So I took my Golden Sun audio playing engine slapped on some code to automatically detect where the audio data starts in a ROM, and viola, instant GBA audio player. I say 'audio' instead of 'music' because most sound effects are stored in the same format as the music.
GBAjukebox.air (10 KB, small huh?)
READ NEXT PARAGRAPH ABOUT INSTALLINGA .air file is an installer for an
Adobe Air application. Basically an Adobe Air Application is a Flash file that runs like a program instead of web applet, I needed to make the audio player that way so it could actually have access to the roms on your computer. Of course you will need a GBA rom to use it, not all games will work with it, but I found a lot of popular ones do. Don't ask where to get roms, we can't tell you anyway.
(hope I can get past the 4 screen shot rule since it's hard to take screen shots of audio)
Yes, the interface is really simple right now, and lacking in functionality. You may also notice that some instruments in songs/sound-effects are replaced by computer generated tones, and that they may be very quiet. There are still some features I haven't programmed into the audio playing system yet. I forget if I left the red/green circle button in, if I did it toggles between generating the music at 22050 Hz (Red), and 44100 Hz (Green) (I believe the GBA generates the music at 16384 Hz)
EDIT:
As a bonus here's a
GBA audio ripping tool I put together (.zip 33.2KB). If you drag & drop a ROM file on it, it'll dump the audio data from the ROM to "output.gbas" which can be played by GBAjukebox. Unfortunately for you Mac/Linux users though it's a Win32 executable.