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by daemon1
Mon May 04, 2015 8:52 pm
Forum: Audio file formats
Topic: Audio File Confusion
Replies: 22
Views: 5037

Re: Audio File Confusion

Sorry, I forgot this forum doesn't have a spoiler feature. About the audio: .aux files are wwise audio packages, and .ovl files are wwise banks. These banks contain links to packages, and/or audio itself. There's no easy way to change and pack it back. Usually you have to write your own set of tools...
by daemon1
Mon May 04, 2015 3:04 pm
Forum: Audio file formats
Topic: Audio File Confusion
Replies: 22
Views: 5037

Re: Audio File Confusion

Can you please put this huge screenshot under spoiler?

Do you still need help using ww2ogg?
by daemon1
Thu Apr 30, 2015 8:58 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

[file deleted, new version uploaded below] Ok, problem was when the whole FSB file is marked as stereo, then fmod extracts all individual files as stereo, though they all can actually be mono. The same is probably true for other channel combinations. So this new version ignores what's written in ind...
by daemon1
Thu Apr 30, 2015 6:27 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

OK, here's temporary workaround for these small sounds which freezes the extractor. Somehow (i think by error in fmod official library) for MONO files, instead of sound length in bytes it returns twice smaller number, and then hangs when i try to read the sound. 2-,4-,6-channel files extracts withou...
by daemon1
Thu Apr 30, 2015 4:31 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

Delete first 32 bytes, then decrypt the file the way mentioned above.
by daemon1
Thu Apr 30, 2015 5:17 am
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

Seifer29 wrote:Some files have it and some don't for some reason.
Those other files have them encrypted. Just check all DataSourceBank files.
by daemon1
Wed Apr 29, 2015 7:12 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

I tried fsb_aud_extr and got 5 wav files as output (the command screen seemed like it was frozen or like it was still trying to output more files, but nothing came out). This must be an error in official FMOD library. It hangs on "readData" function. It must either give me an error code o...
by daemon1
Wed Apr 29, 2015 4:15 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

MusicNerd wrote:SND_SPEECH_SCORPION_ENG.XXX
Packages of this type have encrypted FSBs outside of package structure, just appended to the end of it. You can split them with Luigi's script. http://zenhax.com/viewtopic.php?f=6&t=833
by daemon1
Tue Apr 28, 2015 9:44 pm
Forum: Audio file formats
Topic: Metal Gear Solid - MTA2 audio format
Replies: 18
Views: 7395

Re: MTA2

Today is a good day for MGS fans. MTA2 codec algorithm was finally figured out with all tables and values. We can now decode any audio from the game.
by daemon1
Mon Apr 27, 2015 7:59 pm
Forum: Audio file formats
Topic: Mortal Kombat X sound format
Replies: 72
Views: 21409

Re: Mortal Kombat X sound format

Each xxx may have many "fmodsourcedata" files, half of them encrypted, half not. You must somehow cut the first 32 bytes of them, then it will be one FSB file.
by daemon1
Sun Apr 26, 2015 6:12 am
Forum: Audio file formats
Topic: Trine 3 new WEM format
Replies: 3
Views: 3987

Re: Trine 3 new WEM format

Your file is the simplest plain raw PCM data. No compression. Sounds perfectly. What is the problem?
by daemon1
Sat Apr 25, 2015 11:32 am
Forum: Audio file formats
Topic: Metal Gear Solid - MTA2 audio format
Replies: 18
Views: 7395

Re: MTA2

We've calculated an approximate values in the table. Here's the first output. The red points are where the wave gets wrong, because the values are not accurate.

Image
by daemon1
Thu Apr 23, 2015 4:55 pm
Forum: Audio file formats
Topic: Metal Gear Solid - MTA2 audio format
Replies: 18
Views: 7395

Re: MTA2

Each adpcm block has some 5-bit value. We are trying to find out what can it be. An index for some table, or just a scale?

Image

It seem to correspond the original waveform posted on the top

Image
by daemon1
Wed Apr 22, 2015 9:04 pm
Forum: Audio file formats
Topic: Metal Gear Solid - MTA2 audio format
Replies: 18
Views: 7395

Re: MTA2

This is a comparison between the decoded first samples of each frame and same sound recorded from youtube. We can now try and guess where the sample shifts go to decode the whole frames.

Image
by daemon1
Wed Apr 22, 2015 7:34 pm
Forum: Audio file formats
Topic: Metal Gear Solid - MTA2 audio format
Replies: 18
Views: 7395

Re: MTA2

OrangeC wrote:Interesting stuff. So how did you manage to get the MTA2 samples playing when you did the swap thing?
Easily. They are all just a stream of 64 sample-blocks. You can replace them all you want.