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Rainbow Six: Siege AudioKinetic PCK container

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FatalBulletHit
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[Update 0.9.3] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Wed Jul 15, 2020 4:24 pm

Changelog 0.9.3
  • Added default location detection based on launcher location for installation
  • Fixed alias tables being corrupted when downloaded from Google drive
  • Fixed dot animation preventing extractor from closing when an error occurred
  • Fixed errors not being logged (includes launcher update to v1.2)
  • Improved performance after confirming installation location
Tested and working and should automatically update. If you encounter any issues, let me know, please.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by floxay » Mon Aug 17, 2020 8:39 pm

they seem to be packing soundbanks in 2 forge (scimitar) files (soundbank and soundmedia) and compressing them(not sure about this one) (latest TS, Shadow Legacy)

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by garysplay » Sun Sep 13, 2020 10:37 pm

How can i repack old PCK files? (for testing purposes)

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by borntosowdeath » Mon Sep 14, 2020 9:53 am

Image

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Post by FatalBulletHit » Thu Sep 17, 2020 9:28 pm

Custard wrote:
Thu May 14, 2020 4:32 am
There's been some work towards deciphering metadata for searchable identifiers in the .FORGE files, for making a tool for the 3d assets in this game. No breakthrough as such yet, but if the headers of those become understood I wonder if it might also show the way to proper names in these too.
Seems like we got bigger problems now... :/
floxay wrote:
Mon Aug 17, 2020 8:39 pm
they seem to be packing soundbanks in 2 forge (scimitar) files (soundbank and soundmedia) and compressing them(not sure about this one) (latest TS, Shadow Legacy)
I can extract the .forge files w/ scimitar, but no idea what to do from there on.
garysplay wrote:
Sun Sep 13, 2020 10:37 pm
How can i repack old PCK files? (for testing purposes)
No idea and iirc nobody has managed to do so yet (don't quote me on that).

I'll have a look into uploading my backup of the .pck files (or the extracted files) to make at least some sounds available, but no promises.

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Re:

Post by floxay » Fri Sep 18, 2020 2:07 am

FatalBulletHit wrote:
Thu Sep 17, 2020 9:28 pm
I can extract the .forge files w/ scimitar, but no idea what to do from there on.
not sure what script you used, I found one which is a bit broken, maybe(?) i can make it to work properly with these files

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Post by FatalBulletHit » Fri Sep 18, 2020 1:27 pm

floxay wrote:
Fri Sep 18, 2020 2:07 am
not sure what script you used
https://zenhax.com/viewtopic.php?p=21465#p21465

Admittedly, extracting the .forge files will give me a whole bunch of files w/o extension and only hexadecimal names.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by TourniquetTerror » Mon Oct 19, 2020 9:57 pm

So trying to access the .pck files like I usually do when I want to make some R6-content, I notice the SoundData-folder doesn't exist anymore. Apparently doesn't for anyone else either. So to recap, is there (as of now, 19th of october 2020) any ways to export the sounds from the game files?

Just in case, I put together a small zip file that contains some of the sound files i've exported/named over time. Includes stuff like operator trailers with/without music, foley effects, music etc. There's not too much but hopefully enough to get some use out in case all goes to sh*t.

(note that the names of the files are not in any super-categorized order, i just named them quickly while going through the thousands of oggs.)

https://drive.google.com/file/d/1HNfxBP ... sp=sharing

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[Status Update] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Tue Oct 20, 2020 11:24 am

Working on it, hang in there.

Edit:
A few more details:

There will be a backup with either all the old '.pck' files or all the already extracted and converted files, hopefully multi language as well.
The '.forge' files can be (partially) extracted with Ravioli Game Tools, but it's completely unsorted (I was able to find duplicates between the '.pck' output and the '.forge' output, so hopefully some sorting will be possible).

Using '.pck' files, extraction, sorting and conversion performance has been increased quite significantly once again, not sure about '.forge' files, but I've the feeling it'll take some more time to extract them (only did 1 run so far, tho).

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Re: [Status Update] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by borntosowdeath » Thu Dec 17, 2020 12:05 am

FatalBulletHit wrote:
Tue Oct 20, 2020 11:24 am
Any news? Anything we can help you with?

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Re: [Status Update] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Thu Dec 17, 2020 11:44 am

borntosowdeath wrote:
Thu Dec 17, 2020 12:05 am
Any news? Anything we can help you with?
Yeah, sorry it's taking so long, but I've had very little team the past weeks, so if you could just make the days last longer, that'd be perfect... :D
I've a bit of time on my hand in the next 2 weeks, tho, will keep you posted.

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