The Forum is up for sale: XeNTaX Forum looking for new owner
Search found 2639 matches
- 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...
- 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?
Do you still need help using ww2ogg?
- 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...
- 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...
- 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.
- 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
Those other files have them encrypted. Just check all DataSourceBank files.Seifer29 wrote:Some files have it and some don't for some reason.
- 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...
- 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
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=833MusicNerd wrote:SND_SPEECH_SCORPION_ENG.XXX
- 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.
- 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.
- 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?
- 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.


- 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?

It seem to correspond the original waveform posted on the top


It seem to correspond the original waveform posted on the top

- 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.


- Wed Apr 22, 2015 7:34 pm
- Forum: Audio file formats
- Topic: Metal Gear Solid - MTA2 audio format
- Replies: 18
- Views: 7395
Re: MTA2
Easily. They are all just a stream of 64 sample-blocks. You can replace them all you want.OrangeC wrote:Interesting stuff. So how did you manage to get the MTA2 samples playing when you did the swap thing?
