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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri May 04, 2018 1:17 am 
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FatalBulletHit wrote:
agm114d wrote:
Thx for the work. However I have to point out that you missed the bnk file, which contains all the weapons sounds.


Very true indeed, am busy with another project as of now, but if there is demand I may as well just finish this beforehand over the weekend. Will post another reply when the update version is finished and uploaded. :)


It would be very nice of you :>
PS. You can safely rename/remove map sounds and it doesn't break the game... I wonder if you'd be able to re-pack those sounds to remove just annoying things s.a. sprinklers in vault/lockers on Bank map. Then it would be nice to remove sound imparements s.a. stun grenade, flash grenade, explosion etc. Last (but not least) it would be nice to do something with video part (no flash/dizzy, remove objects, change textures) - but that's not for this section :>


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Sat May 05, 2018 2:26 pm 
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borntosowdeath wrote:
I wonder if you'd be able to re-pack those sounds to remove just annoying things s.a. sprinklers in vault/lockers on Bank map. Then it would be nice to remove sound imparements s.a. stun grenade, flash grenade, explosion etc. Last (but not least) it would be nice to do something with video part (no flash/dizzy, remove objects, change textures) - but that's not for this section :>


I'd hope and assume that Ubisoft/BattlEye verifies the FileHashes of the user's installation directory on each and every game launch.
While I'd love to see more control over the audio playback, it is most likely impossible to repack altered files and play the game.


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 Post subject: Tom Clancy's Rainbow Six Siege Sound Extractor
PostPosted: Tue May 15, 2018 5:11 pm 
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Tom Clancy's Rainbow Six Siege Sound Extractor (0.7.0)


    Features:

  • Auto download of programs and scripts
  • Update check
  • Profiles
  • Auto shutdown
  • File and time overview
  • Log file
  • Neat looking UI
  • [Proper renaming] (read more)
  • Error log (read more)

    Planned Features:

  • [Progress bar]

You can either download the attached 'r6s_extractor_0.7.0.zip' or click here for the Google Drive direct download or here for the Pastebin entry (all will be kept up-to-date).


You can also click here for the Google Drive folder.

    Read Me:

Code:
####################################################################################################
########################## Tom Clancy's Rainbow Six Siege Sound Extractor ##########################
##                                                                                                ##
##                                                                                                ##
## Adjust the paths in 'extractor_0.7.0.bat' or 'extractor_0.7.0.ps1' if necessary!               ##
##                                                                                                ##
##                                                                                                ##
## Be aware: the entire process takes several hours!                                              ##
##                                                                                                ##
## Detailed overview: https://goo.gl/KLKJFU [ Image: https://i.imgur.com/T6RflDF.png ]            ##
##                                                                                                ##
##                                                                                                ##
## This script will sort the files based on the endings of the '.bnk' files into properly named   ##
## folders. To my knowledge there are no further information about proper names available. If     ##
## you know better, please let me know!                                                           ##
##                                                                                                ##
## Name overview: https://goo.gl/PxQuCTv                                                          ##
##                                                                                                ##
##                                                                                                ##
## The script will download multiple programs and scripts which are needed for extracting the     ##
## sound files and will also check for updates.                                                   ##
##                                                                                                ##
## I did not write any of the programs or scripts besides the script which puts it all together   ##
## in a more user friendly way.                                                                   ##
## All credits belong to the authors of the programs and scripts used in the extractor, you may   ##
## check out the links to the forum entries and websites below.                                   ##
##                                                                                                ##
## Sources (in order of appearance):                                                              ##
##                                                                                                ##
##     XeNTaX post                                                                                ##
##         http://forum.xentax.com/viewtopic.php?p=140570#p140570                                 ##
##                                                                                                ##
##     QuickBMS                                                                                   ##
##         http://aluigi.altervista.org/quickbms.htm                                              ##
##                                                                                                ##
##     pck_AKPK_extractor.bms                                                                     ##
##         http://forum.xentax.com/viewtopic.php?p=80192#p80192                                   ##
##                                                                                                ##
##     func_getTYPE.bms                                                                           ##
##         http://forum.xentax.com/viewtopic.php?f=13&p=69577#p69577                              ##
##                                                                                                ##
##     bnk_extractor.bms                                                                          ##
##         http://forum.xentax.com/viewtopic.php?f=13&t=4450&p=89662#p89662                       ##
##                                                                                                ##
##     ww2ogg (includes packed_codebooks_aoTuV_603.bin)                                           ##
##         https://www.hcs64.com/vgm_ripping.html                                                 ##
##         https://github.com/hcs64/ww2ogg                                                        ##
##                                                                                                ##
##     revorb                                                                                     ##
##         https://hydrogenaud.io/index.php/topic,64328.msg574110.html#msg574110                  ##
##                                                                                                ##
##     wwise_ima_adpcm (sound_conveter_v1.15.zip)                                                 ##
##         https://bitbucket.org/zabb65/payday-2-modding-information/downloads                    ##
##                                                                                                ##
##     wwise_pcm_decoder.bms                                                                      ##
##         http://forum.xentax.com/viewtopic.php?p=110795#p110795                                 ##
##                                                                                                ##
##                                                                                                ##
## Feel free to contact me if you have any suggestions or feedback, as well as bugs or similar.   ##
## You can do that by creating a post in the XeNTaX post(see above) or emailing me (see below).   ##
##                                                                                                ##
## For more information check the XeNTaX post (see above).                                        ##
##                                                                                                ##
##                                                                                                ##
################################ Contact:  FatalBulletHit@gmail.com ################################
####################################################################################################


Feel free to post suggestions, feeback and bug reports down below, it is greatly appreciated! :roll:

══════════════════════════════════════════════════

Source file changes (logged as of 28/06/18):

2.1 (29/06/18):
Added 'sounds_eng_012009248.pck'

2.2 (23/07/18):
Added 'sounds_eng_012063704.pck'
Added 'sounds_sfx_012063704.pck'
Added 'sounds_sfx_bootstrap_012063704.pck'

3.0 (04/09/18):
Added 'sounds_eng_000000009.pck'
Added 'sounds_eng_012213254.pck'
Added 'sounds_sfx_000000009.pck'
Added 'sounds_sfx_012213254.pck'
Added 'sounds_sfx_bootstrap_000000009.pck'
Added 'sounds_sfx_maps_000000009.pck'
Added 'sounds_sfx_playgo_000000009.pck'


3.1 (18/09/18):
Added 'sounds_eng_012254817.pck'
Added 'sounds_sfx_012254817.pck'


3.1.1 (?) (19/09/18):
Added 'sounds_eng_012261114.pck'

3.1.2 (18/10/18):
Added 'sounds_eng_012362767.pck'

3.2 (29/10/18):
Added 'sounds_eng_012395233.pck'

Note:
Rather trust the dates than the "version" numbers.

══════════════════════════════════════════════════

Edit (22/05/18):
Updated to version 0.6.0 (read more)!

Edit (24/05/18):
Added link to the Google Drive folder.

Edit (19/06/18):
Updated to version 0.7.0 (read more)!

Edit (30/06/18):
Added source file changes (2.1).

Edit (24/07/18):
Updated source file changes (2.2).

Edit (05/09/18):
Updated source file changes (3.0).

Edit (19/09/18):
Updated source file changes (3.1).

Edit (19/09/18):
Updated source file changes (3.1.1 (?)).

Edit (19/10/18):
Updated source file changes (3.1.2).

Edit (29/10/18):
Updated source file changes (3.2).


Attachments:


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Last edited by FatalBulletHit on Mon Oct 29, 2018 9:16 pm, edited 45 times in total.

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 Post subject: Re: Tom Clancy's Rainbow Six Sound Extractor
PostPosted: Wed May 16, 2018 5:45 am 
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Not done!

Thats Good!
But AKPK script cant import files... Can you fix that?
I creating package for edit all of wwise files

Right now, i can edit all wem files and .bnk files and other Wwise files
I can edit any .PCK file, But Ubisoft using a different PCK files...
If anyone help me to repack this PCK, i can make a package to edit any (.bnk , .wem , .pck .stm and other) files and share to all :bye:

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 Post subject: Re: Tom Clancy's Rainbow Six Sound Extractor
PostPosted: Wed May 16, 2018 3:25 pm 
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GHOST DEAD wrote:
But AKPK script cant import files... Can you fix that?


I definitley cannot fix it, maybe @AlphaTwentyThree can.

However, in case you want to launch the game with modified '.pck' files, bare in mind that this will most likely get you banned.
That is, if you own an original copy of the game and Ubisoft or BattlEye checks the intergrity of the game files on each launch (which I'd hope and assume as mentioned earlier).

Might be intresting for the cracked version, tho! :ninja:


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 Post subject: Re: Tom Clancy's Rainbow Six Sound Extractor
PostPosted: Wed May 16, 2018 5:07 pm 
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i have Uplay version, dont worry, not gonna happen in offline mode

i really want to make a package to edit Wwise files for all of guys
and @AlphaTwentyThree not was online for months :scaredy:

and aluigi (quick bms programmer) cant read my massage, you know any other guy?

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 Post subject: Re: Tom Clancy's Rainbow Six Sound Extractor
PostPosted: Thu May 17, 2018 12:16 am 
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GHOST DEAD wrote:
i have Uplay version, dont worry, not gonna happen in offline mode

Didn't think about that, however, the online use is restricted then - unless one would install the cracked version and mess around with friends over VPN! :wink:

GHOST DEAD wrote:
and aluigi (quick bms programmer) cant read my massage, you know any other guy?

When I posted a question on Aluigi's ZenHAX forum the other day he responded within 24h, maybe try your luck there.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Mon May 21, 2018 11:46 pm 
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    Update 0.6.0

  • Added proper renmaing *
  • Added automatic installation directory recognition

  • Fixed update function (you need to download this update manually)
  • Fixed batch wrapper

* Each '.bnk' file will be extracted into a folder with the proper name which is based on the last bytes of said '.bnk' file. '.Wwise' files directly extracted from the '.pck' files will also be moved into folders with proper names which is possible because the '.Wwise' files have OasisIDs (strings in the file header, e.g. 'OasisID193307'). The '.Wwise' files extracted from the '.bnk' files are in proper named folders and, although barely any are convertable, the '.Wwise' files extracted from the '.pck' files have matching OasisIDs. Bare in mind that these are not the exact names for each and every file rather than a collection of files and that there are still a lot of files which remain unnamed. Any help regarding this is greatly appreciated!

Edit (23/05/18):
I created a Name Overview. Again, help (in form of comments) is greatly appreciated! :roll:

Edit (24/05/18):
It seems like '.Wwise' files are mostly voice overs and cutscene sounds, '.lwav' files are mostly ambient sounds and '.at3' files are mostly gun fire and similar sounds.
There are also still a lot of '.Wwise' files extracted from '.pck' files which do not have a proper named folder and a lot of proper named folders for the '.Wwise' files extracted from the '.bnk' files with no or barely any convertable files. However, I will have a look into comparing the '.Wwise' files extracted from the '.bnk' files with the ones extracted fromt the '.pck' files, as it seems like the '.bnk' ones are simply duplicates which are cut off at some point.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri Jun 15, 2018 7:31 am 
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FatalBulletHit wrote:
    Update 0.6.0

This file redundancy is nonsence. I've successfully set this file list to size 0 (BattlEye actually doesn't check any files, the game just won't load without some files, will load to lobby but not into game without some files etc - game engine has to be the checker). If you'd be able to code whole repacker it would be great (being able to extract sounds/textures, convert to usable format, change them/set to 0 size or remove, convert back to original format and put back inside).

<those remove lobby ops animation>
\
  • 'datapc64_r6_menuworld_playgo*'

<lector and ops dialog lines>
\sounddata\pc\
  • 'sounds_eng*'

<sfx; probably redundant - just seen file names in main folder ending with 000000006 sooo...>
\sounddata\pc\
  • 'sounds_sfx_000000000*' to 'sounds_sfx_000000005*'
  • 'sounds_sfx_playgo_000000000*' to 'sounds_sfx_playgo_000000005*'
  • EDIT: Seems like they use it after all ;p

<menu sounds>
\sounddata\pc\
  • 'sounds_sfx_bootstrap*'

<map zone sounds (s.a. water in Bank Lockers area)>
\sounddata\pc\
  • 'sounds_sfx_maps*'

PS. They've changed the way they're putting sound zones in-game - they used to put those inside 'sounds_sfx_maps*' packs - in Villa sounds are inside
'1_pck\4_lwav_converted\sfx\sounds_sfx_000000008' (radio),
'1_pck\2_wwise_converted\sfx\sounds_sfx_000000008' (ambient),
'1_pck\2_wwise_converted\sfx\sounds_sfx_playgo_000000008' (clock)
and might be somewhere else too due to this redundancy...


Last edited by borntosowdeath on Sun Jun 17, 2018 3:14 pm, edited 3 times in total.

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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri Jun 15, 2018 9:32 pm 
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borntosowdeath wrote:
This file redundancy is nonsence.

Brought to you by Ubisoft. :P

borntosowdeath wrote:
I've successfully set this file list to size 0 (BattlEye actually doesn't check any files, the game just won't load without some files, will load to lobby but not into game without some files etc - game engine has to be the checker).

Good to know!

borntosowdeath wrote:
If you'd be able to code whole repacker it would be great (being able to extract sounds/textures, convert to usable format, change them/set to 0 size or remove, convert back to original format and put back inside).

I'd love to tell you I'm able to, but I'm not, sry... :/


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Tue Jun 19, 2018 11:16 am 
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    Update 0.7.0

  • Added more launch parameters:

    Code:
    PowerShell.exe -ExecutionPolicy Unrestricted -NoProfile -File ".\bin\r6s_extractor_0.7.0.ps1"
        [-DownloadLatestVersion]
        [-Profile <string>]
        [-Output <string>]
        [-Exit]
        [-Batch]
        [-Debug]


    -DownloadLatestVersion
    Will download the latest version.

    -Profile Default
    Will start the script with the default profile.

    -Profile 'Profile Name'
    Will start the script with a custom profile named 'Profile Name'.

    -Output
    Overwrites the output directory.

    -Exit
    Script will exit when finished.

    -Batch
    Will use the paths from the r6s_extractor_0.7.0.bat, rather than from the r6s_extractor_0.7.0.ps1.

    -Debug
    Will save error logs if any.


    Example:
    PowerShell.exe -ExecutionPolicy Unrestricted -NoProfile -File ".\bin\r6s_extractor_0.7.0.ps1" -DownloadLatestVersion -Profile 'Some Profile' -Output 'C:\some\path' -Exit -Batch -Debug


  • Improved proper renaming (quite a bit) *
  • Improved update function (hopefully)

  • A bunch of minor improvements, fixes and additions which are not worth being mentioned (but lead to the version jump from 0.6.0 to 0.7.0)

* '.pck' output is now moved into properly named folders based on the '.bnk' output as mentioned in the 0.6.0 changelog (under 'Edit (24/05/18)'). Out of the currently 87'428 convertable files only 6'644 are unsorted (that's just under 7.6%)!


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 Post subject: Re: Tom Clancy's Rainbow Six Sound Extractor
PostPosted: Mon Aug 06, 2018 9:40 pm 
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Quote:
Didn't think about that, however, the online use is restricted then - unless one would install the cracked version and mess around with friends over VPN! :wink:


Ha, I remember the old VPN trick for Tom Clancy, did it with Far cry 5 too, had some VPN promotion code over at https://www.vpncompare.co.uk/unlock-far-cry-5-early/ so only cost a couple of dollars but well work it to unrestrict online use.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri Sep 14, 2018 3:18 pm 
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Hey guys, thanks for the help. I might sound stupid but anyways. I don't know if you already found the way to open .at3 files which are the gun sounds, but I found a way to open them. Use Audacity and import them as raw data and change Rate to something more than 48,000Hz and you will hear the proper audio.


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri Sep 14, 2018 6:03 pm 
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The current version (0.7.0) of the extractor is capable of converting the '.at3' files to '.wav' files, but this seems like an easy workaround if one only needs a couple of gun sounds or so. Thank you for the information! :)


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 Post subject: Re: Rainbow Six: Siege AudioKinetic PCK container
PostPosted: Fri Sep 14, 2018 10:03 pm 
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Wow that reply was fast man! its good cuz I have a problem with the script and I need to ask you about it. I do everything as u say but in the end, the script completely deletes whatever is in the output folder. Before doing that (while in the middle of conversion) I regularly check the output folder and I never see any converted file. All of them are either left as .bnk , wwise , at3 or lwav and not a single converted .wav file. So that's why the scripts deletes everything in the output folder when its done because nothing converted and all that's left are junk unconverted files. I also check the script while its running and not a single error is shown. Every step is done completely that's what script says at least. Maybe you would know why...
(just so you know, my r6 siege is not up to date and still has day 1 sound files but they are not damaged or corrupted as singleplayer runs without problems.) Please help me with this.


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