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 Post subject: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Tue Dec 08, 2015 3:39 pm 
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Hi mates,

I was wondering if someone was curious enough to look into the .pck audio containers from this game because it's pissing me off.
Indeed, it appears that different audio format are used in a same .pck container: like Wwise OGG Vorbis and Wwise IMA ADPCM (not sure for this one).

I already tried multiple tools and techniques on those files:

_Nova Extractor (works, but doesn't recognize different formats).
_Riveal (works too, can make the difference between Wwise OGG and Wwise IMA ADPCM, makes correct folder, but doesn't extract all the files).
_Ravioli scanner and extractor (doesn't work at all).

So, if one of you guys got a better way to correctly convert those files, I'll take it.

Many thanks in advance.

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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Tue Dec 08, 2015 6:10 pm 
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Try this for extracting PCK. For decoding Wwise Vorbis use ww2ogg, for Wwise APDCM use this, and this for Wwise PCM.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Wed Dec 09, 2015 7:46 am 
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Alright, thanks spider91.

Now, I've got some questions:

I've got, at least, 4 containers extracted from .pck (with this func_getTYPE.bms from the .pck archive extractor you gave me):

-at3 (don't know anything about this format at all)
-lwav (don't know much about this format too)
-wwise (can't make the difference between Vorbis and/or ADPCM)
-bnk (ok, no big deal for this one)

My first question: is it possible to create correct subfolders via bnkextr.exe during exraction (like "BNK_S_W_Assault_RemingtonR4" subfolder, "BNK_S_W_pistol_FN57USG" subfolder, "BNK_VO_Hostage" subfolder, etc...) Like "Riveal" do?

Second question: is it possible to distinguish Wwise Vorbis and Wwise ADPCM during extraction with the pck extractor script?

If I ask those questions it's because it'll take me ages to know which tool I'll have to use on each format...

PS: one of those screwed up format that I couldn't convert with the tools you gave me: attached!


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Wed Dec 09, 2015 4:39 pm 
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-at3 - i guess it's wwise pcm.
-lwav - upload some samples.

Don't know about subfolders.

Yes, it's possible, but script need to be modified to do that. Maybe i'll do that in future, don't have much time now.

Sometimes files inside .bnk are only small parts from original .wwise files inside .pck. That's your case, so you can't convert that files and don't need to, cause you have full versions of that files in .pck. Also you can use this script to extract .bnk too.

As about discovering each fomat. Why should it take ages? Just run ww2ogg batch file for *.wwise than same with wwise_adpcm tool and you will get all files converted.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 6:10 am 
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Ok thanks mate I'll try it.

I've attached some lwav samples and one at3 file.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 6:40 am 
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.at3 - wwise pcm
.lwav - wwise adpcm


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 6:58 am 
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Nice,

I noticed that some (not all of them) at3 files are correctly converted but can't be played by any audio software.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 8:55 am 
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I see where is the problem, it's about additional chunks. Will update script a bit later, now i need some sleep.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 7:24 pm 
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Here you go

Code:
idstring "RIFF"
get DUMMY long
idstring "WAVEfmt "
get CHUNK_SIZE long
for CHUNK_NAME = "" != "data"
   goto CHUNK_SIZE 0 SEEK_CUR
   savepos CHUNK_POS 0
   getdstring CHUNK_NAME 4 0
   get CHUNK_SIZE long 0
next
math DATA_OFFSET = CHUNK_POS
math DATA_SIZE = CHUNK_SIZE
math DATA_SIZE += 0x8
math RIFF_SIZE = DATA_SIZE
math RIFF_SIZE += 0x1C
log MEMORY_FILE 0 0
append
log MEMORY_FILE 0 0x24
log MEMORY_FILE DATA_OFFSET DATA_SIZE
append
putVarChr MEMORY_FILE 0x04 RIFF_SIZE long
putVarChr MEMORY_FILE 0x10 0x10 long
putVarChr MEMORY_FILE 0x14 0x01 short
get SIZE asize MEMORY_FILE
get NAME basename
string NAME += ".wav"
log NAME 0x00 SIZE MEMORY_FILE


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Dec 10, 2015 8:51 pm 
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Okay thanks mate. I'll give it a shot tomorrow.

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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Thu Jan 11, 2018 7:02 pm 
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Hey there,

I tried to extract all the R6 Siege sound files and after several hours of trial and error I managed to convert all the .lwav and .at3 files into .wav files, however, this does not include any of the voice files (which are all in .Wwise). I also tried to make use of Riveal, but with barely any success (regarding the voice files) either: exactly 3 files were correctly extracted and they were all the same...

I also didn't have any success using ww2ogg to convert the .Wwise (and .wem) files, no matter wether I extracted them of the .bnk files or .pck files, as the converted files don't playback any sound (using VLC). They've however different file sizes (reaching from 4KB to 310KB) but when trying to use Revorb it just crashes.

My question is: did anyone manage to extract and convert these files and if so, what did I do wrong?

tl;dr: .pck files get (apparently) extracted correctly, .Wwise files can (apparently) not get converted correctly, .bnk files are (apparently) useless and .lwav and .at3 files get converted correctly.


Edit:
Took a break, came back and figuered it out within a few minutes: Using ww2ogg with the other codebook converts the .Wwise files correctly and thus revorb doesn't crash either. The .bnk files also contain .Wwise, .lwav and .at3 files which can get converted correctly, too, however, "only" 121'870 of the nearly 400'000 files are convertable.


Last edited by FatalBulletHit on Fri Jan 26, 2018 3:32 am, edited 1 time in total.

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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Mon Jan 22, 2018 9:36 pm 
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As it took me quite a time to extract and convert all audio files properly I wrote a batch script which does every step completley automated.

All scripts are included in the archive down below (of course with sources in the ReadMe.txt), QuickBMS and ww2ogg are downloaded automatically, paths can be changed if necessary and you may choose which file formats to extract/convert and/or delete, too.


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