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Medal of Honor - audio extractor

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daemon1
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Medal of Honor - audio extractor

Post by daemon1 » Tue Apr 21, 2015 2:18 pm

Audio extractor for Medal of Honor

Currently only tested on "Medal of Honor: Airborne" and "Medal of Honor 2010" but may work with other EA games with Unreal Engine.

Medal of Honor: Airborne

If you unpack .xxx packages with Gildor's extractor you get a lot of files of type .SoundRiotRawAsset. Some of them are soundbanks, and you can extract sounds from them with moha_snb [bank file]

Please note it will not work with "audio", "mix", "plugin" and other files, which are different types of audio assets. In this case the tool will give you an error "unknown file type".

There are some external stream banks, which is needed to decode big stream .xxx files, which are not UE packages, but just a raw data for XAS streams. These banks are all named "stream.SoundRiotRawAsset", but they are all just headers for different big streams. To unpack those, place the corresponding .xxx stream to the same directory.

There are also music banks, also named .xxx each containing about 100-200 audio files. Some are complete music pieces, but most are short fragments, combining which you can compile music tracks, or loop them infinitely. Extract them with moha_music [music bank]

Then you can decode files with xas_decode [exa file]

Some files were 3-channel and 5-channel, which is strange, and some players don't play such files.

This tool currently only support EA XAS format for this game, but later I plan to make it a universal XAS decoder.

Medal of Honor 2010

All sounds and music here contained in similar sound banks. They are not unreal packages anymore, you can extract sounds from them with moh_snb [bank file]

Some of them are external stream banks (those containing the word "stream"). These must be handled like explained before for Airborne game. For example, to extract Aud_MP_SoundRIOT_ui_stream_stb.xxx you need to run moh_snb Aud_MP_SoundRIOT_ui_stream.xxx and it will use headers from "...stream" and data from "...stream_stb"

After extracting the files you can convert them using xas_decode or ealayer3, depending on codec. There's no way to detect it automatically yet. Also ealayer3 is unable to detect their headers, so you need to use "-i 8" switch for most of files, and "-i 16" for files that have loops.
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Last edited by daemon1 on Mon Nov 23, 2015 9:43 pm, edited 10 times in total.

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Re: Medal of Honor - audio extractor

Post by Vosvoy » Tue Apr 21, 2015 2:25 pm

For the Unreal Packages extractor, go see Gildor's website guys: http://www.gildor.org
Last edited by Vosvoy on Tue Apr 21, 2015 3:53 pm, edited 1 time in total.
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daemon1
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Re: Medal of Honor - audio extractor

Post by daemon1 » Tue Apr 21, 2015 2:32 pm

Vosvoy wrote:PS: I don't think you can post stream info file mate but I'm not 100% sure of that.
Ok, I removed them.

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Re: Medal of Honor - audio extractor

Post by OrangeC » Tue Apr 21, 2015 3:52 pm

let me know when music is supported so i can test MOH reboot pc.

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Re: Medal of Honor - audio extractor

Post by daemon1 » Tue Apr 21, 2015 4:26 pm

OrangeC wrote:let me know when music is supported so i can test MOH reboot pc.
The format in that "reboot" may be totally different, so you better send me a sample of its music bank.

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Re: Medal of Honor - audio extractor

Post by Vosvoy » Tue Apr 21, 2015 4:30 pm

I didn't know that Medal Of Honor 2010 was also called "Reboot". I was looking to test it too.
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Re: Medal of Honor - audio extractor

Post by daemon1 » Tue Apr 21, 2015 6:51 pm

I've got the music decoded. In each music bank there are about 100-200 audio files. Some are complete music pieces, but most are short fragments, combining which you can compile music tracks, or loop them infinitely. There must be some script in the game to do this, but currently I can't find it or analyze it. Anyway I think you can easily find what pieces do you need.

Tools updated.

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Re: Medal of Honor - audio extractor

Post by OrangeC » Tue Apr 21, 2015 7:14 pm

Here is a bank from moh 2010.

https://mega.co.nz/#fm/wMUnSRLS

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Re: Medal of Honor - audio extractor

Post by Vosvoy » Tue Apr 21, 2015 7:36 pm

daemon1 wrote:I've got the music decoded. In each music bank there are about 100-200 audio files. Some are complete music pieces, but most are short fragments, combining which you can compile music tracks, or loop them infinitely.
I saw that in the Xbox360 version but it was very messy. Each samples didn't have the right sample rate and the loop was cut before the end. I'm happy you figured out.
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Re: Medal of Honor - audio extractor

Post by daemon1 » Tue Apr 21, 2015 7:38 pm

Vosvoy wrote:I saw that in the Xbox360 version but it was very messy. Each samples didn't have the right sample rate and the loop was cut before the end. I'm happy you figured out.
Yes, if I combine these pieces one by one, can hear a perfect music file.

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Re: Medal of Honor - audio extractor

Post by daemon1 » Wed Apr 22, 2015 9:57 am

The format in Medal of Honor 2010 reboot is similar, but different headers, and most sounds are in Ealayer3 version 5. Yet some are still in XAS. I can decode them all I think.

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Re: Medal of Honor - audio extractor

Post by daemon1 » Sun May 17, 2015 2:12 pm

Tools updated, Medal of Honor 2010 now supported.

Old airborne tools renamed.

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Re: Medal of Honor - audio extractor

Post by durandal217 » Sat May 23, 2015 4:24 am

incredible work daemon thank you so much for this tool. Works like a charm.

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Re: Medal of Honor - audio extractor

Post by victor639514 » Fri Feb 05, 2016 5:06 pm

There are some external stream banks, which is needed to decode big stream .xxx files, which are not UE packages, but just a raw data for XAS streams. These banks are all named "stream.SoundRiotRawAsset", but they are all just headers for different big streams. To unpack those, place the corresponding .xxx stream to the same directory.
Mind if I ask, which directory to be more specific?

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Re: Medal of Honor - audio extractor

Post by daemon1 » Fri Feb 05, 2016 6:55 pm

victor639514 wrote:
There are some external stream banks, which is needed to decode big stream .xxx files, which are not UE packages, but just a raw data for XAS streams. These banks are all named "stream.SoundRiotRawAsset", but they are all just headers for different big streams. To unpack those, place the corresponding .xxx stream to the same directory.
Mind if I ask, which directory to be more specific?
It means that "stream.SoundRiotRawAsset" and the corresponding .xxx stream must be in the same directory to unpack it.

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