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Rome II - Movie Audio .WEM

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Jinzor
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Rome II - Movie Audio .WEM

Post by Jinzor » Mon Feb 22, 2016 5:56 pm

Hi there,

I'm trying to figure out how to export a .wem file from Wwise to the same type as the one included below. This .wem file plays once a .bik movie file has triggered (for the Caesar in Gaul introduction .bik video specifically). When I also tried to convert it using ww2ogg.exe + revorb.exe, it gives off an error message stating:
Parse error: expected 0x42 fmt if vorb missing
Would anyone know what's different about it, and maybe even how I would convert it (save me time)? If I manage to replace this file with my own and have it actually play the audio when the .bik file triggers, then I may have finally figured out a way to get custom .bik files to play with custom audio in Rome II - could be a massive potential for mod making there (and audio .wems have always been the issue, not the movie .bik file).

.WEM File Link:
http://www.mediafire.com/download/ywmnc ... 385186.wem

Thanks,

Jin

daemon1
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Re: Rome II - Movie Audio .WEM

Post by daemon1 » Mon Feb 29, 2016 9:18 pm

This is VERY easy.

This file is plain uncompressed PCM file. You can easily make such file with wwise, if you choose "PCM" type of compression (which means not compressed).

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Re: Rome II - Movie Audio .WEM

Post by spider91 » Tue Mar 01, 2016 3:52 am


Jinzor
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Re: Rome II - Movie Audio .WEM

Post by Jinzor » Wed Mar 02, 2016 11:05 pm

Hey guys, thanks for the replies.

I tried converting it to PCM just now. To test whether or not I'd done it right, I tried to convert the .WEM file i'd just made and it gave off the same error (woohoo!). However, when I replace the audio file in the "music_en_shared_rome2.pack" to replace the .WEM file that is meant to be triggered to play when this specific .bik movie plays, the audio still doesn't play when I test it ingame. I've got a feeling it's impossible, or I've missed a step (for the record - I don't know anything about Wwise, I'm only using this thing because I seemingly have to in order to get any audio modding done with this game - I'm more about creating 3D art assets / animations). Perhaps I need an event trigger? If so, I wouldn't know what the name of that trigger should be since I don't think I can go in and find it myself. I'd need to contact the developers (like what the Total War community did with their "Rome: Total War - Soundtrack" mod, which replaced the Rome II soundtrack with Rome's - they had an inside contact who helped them make the mod I think).

daemon1
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Re: Rome II - Movie Audio .WEM

Post by daemon1 » Thu Mar 03, 2016 4:51 pm

Jinzor wrote:I've got a feeling it's impossible
I repeat: this is very easy. The file is not even encoded or compressed. This is PCM file. Don't try decoding it with ww2ogg, because it's not encoded.

How did you make a new file? What options did you use? Original was stereo, 44khz, 16 bit.

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Re: Rome II - Movie Audio .WEM

Post by Jinzor » Sun Mar 06, 2016 10:32 pm

daemon1 wrote:How did you make a new file? What options did you use? Original was stereo, 44khz, 16 bit.
I imported my audio file into a default work unit, clicked on the imported file, went to the "Source Settings" tab, clicked on "Edit..." in the "Conversion Settings" box, set the format to "PCM" + the SR to "44100" and then converted it.

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Re: Rome II - Movie Audio .WEM

Post by daemon1 » Mon Mar 07, 2016 7:51 am

Jinzor wrote:
daemon1 wrote:How did you make a new file? What options did you use? Original was stereo, 44khz, 16 bit.
I imported my audio file into a default work unit, clicked on the imported file, went to the "Source Settings" tab, clicked on "Edit..." in the "Conversion Settings" box, set the format to "PCM" + the SR to "44100" and then converted it.
hmm. It must work. Can you send me the file you got after that?

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Re: Rome II - Movie Audio .WEM

Post by Jinzor » Mon Mar 07, 2016 10:46 pm

Sure, here's the download link to the file:

http://www.mediafire.com/download/6ovrr ... 86_new.wem

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Re: Rome II - Movie Audio .WEM

Post by daemon1 » Tue Mar 08, 2016 7:33 am

The files are absolutely identical. If this file doesn't work, this means something's wrong with the way you put it back into the game.

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