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Extracting Audio from Hitman Absolution

Get help on any and all audio formats, or chip in and help others!
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ninearts
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Extracting Audio from Hitman Absolution

Post by ninearts » Thu Nov 29, 2012 11:53 pm

Having finished playing the game I decided to get my hands on those pretty sounds and songs in the game :)
First of all, I must say I'm new here and I'm a noob when it comes to quickbms, I just started getting the hang of it. The script I created is working just fine and I was able to extract all of the FSB5 banks (the format of all sounds in game, I guess) from .PC_RESOURCELIB files stored in folder pc.layoutconfig.
Here's the code:
[spoiler]

Code: Select all

# Game: Hitman Absolution (PC - Steam Version)
# Archive Format: *.PC_RESOURCELIB
# Audio format: *.fsb (FMOD's sample bank)
# Tip1: use FMOD Designer to play/rebuild banks
# Tip2: use Aezay FSB Extractor 12.07.03 to convert to WAV (PCM uncompressed)
# Copyright 2012-11-29 by ninearts @ Xentax
set NEWNAME string "res_"
set EXTENSION string ".fsb"
set COUNTER 0
for
findloc FSB string "FSB5"
goto FSB 0
get IDFSB long
get UNK1 long
if UNK1 < 16
get ENTRIES long
math ENTRIES *= 4
get HEADERSIZE long
get NAMELENGTH long
get DATASIZE long
savepos IDHEADER
goto IDHEADER 0
goto 36 0 SEEK_CUR
goto HEADERSIZE 0 SEEK_CUR
goto ENTRIES 0 SEEK_CUR
getdstring FILENAME NAMELENGTH
set HEADERINFO 0
math HEADERINFO += 60
math HEADERINFO += HEADERSIZE
math HEADERINFO += NAMELENGTH
math DATASIZE += HEADERINFO
if NAMELENGTH == 0
set RANDOMNAME NEWNAME
math COUNTER += 1
string RANDOMNAME += COUNTER
string RANDOMNAME += EXTENSION
log RANDOMNAME FSB DATASIZE
else
string FILENAME += EXTENSION
log FILENAME FSB DATASIZE
endif
else
findloc FSB string "FSB5"
endif
next
[/spoiler]

Enjoy and happy extracting :)
ninearts

EDIT 13.04.2013

I've created a small program in C# based on that code above.
That should facilitate your endeavors :D
See the attachement
You do not have the required permissions to view the files attached to this post.
Last edited by ninearts on Sat Apr 13, 2013 10:25 am, edited 6 times in total.
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OrangeC
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Re: Extracting Audio from Hitman Absolution

Post by OrangeC » Fri Nov 30, 2012 7:18 pm

Thanks!

killer7
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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Fri Dec 07, 2012 8:31 pm

Someone can convert on MP3 all the audio files in the game and upload it?

I don't know how do it! :(

saitek1911
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Re: Extracting Audio from Hitman Absolution

Post by saitek1911 » Sat Dec 08, 2012 9:15 am

ninearts wrote:Having finished playing the game I decided to get my hands on those pretty sounds and songs in the game :)
First of all, I must say I'm new here and I'm a noob when it comes to quickbms, I just started getting the hang of it. The script I created is working just fine and I was able to extract all of the FSB5 banks (the format of all sounds in game, I guess) from .PC_RESOURCELIB files stored in folder pc.layoutconfig.
Here's the code:

Code: Select all

# Game: Hitman Absolution (PC - Steam Version)
# Archive Format: *.PC_RESOURCELIB
# Audio format: *.fsb (FMOD's sample bank)
# Tip1: use FMOD Designer to play/rebuild banks
# Tip2: use Aezay FSB Extractor 12.07.03 to convert to WAV (PCM uncompressed)
# Copyright 2012-11-29 by ninearts @ Xentax
idstring "BILR"
set NEWNAME string "res_"
set EXTENSION string ".fsb"
set COUNTER 0
for
findloc FSB string "FSB5"
goto FSB 0
get IDFSB long
get UNK1 long
if UNK1 < 16
get NUMSTRING long
math NUMSTRING *= 4
get HEADERSIZE long
get NAMELENGTH long
get DATASIZE long
goto FSB 0
goto 60 0 SEEK_CUR
savepos HEADSTART
goto HEADSTART 0
goto HEADERSIZE 0 SEEK_CUR
savepos ENDHEAD
goto ENDHEAD 0
goto NUMSTRING 0 SEEK_CUR
getdstring FILENAME NAMELENGTH
savepos DATASTART
goto DATASTART 0
set HEADERINFO 0
math HEADERINFO += 60
math HEADERINFO += HEADERSIZE
math HEADERINFO += NAMELENGTH
math DATASIZE += HEADERINFO
if NAMELENGTH == 0
set RANDOMNAME NEWNAME
math COUNTER += 1
string RANDOMNAME += COUNTER
string RANDOMNAME += EXTENSION
log RANDOMNAME FSB DATASIZE
else
string FILENAME += EXTENSION
log FILENAME FSB DATASIZE
endif
else
findloc FSB string "FSB5"
endif
next
I know there's someone who could make the code more efficient. Please let me know what you think :)
Enjoy and happy extracting :)

ps. Script is also in the attachement

ninearts

Thanks for the script, but i get out of memory problem all the time on MultiEx

OrangeC
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Re: Extracting Audio from Hitman Absolution

Post by OrangeC » Sat Dec 08, 2012 10:08 pm

I can extract the segments but combining them is the problem because apparently there some overlaps at the start and end of each segment. Can anyone figure out how to combine the segments properly?

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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Sun Dec 09, 2012 11:42 am

OrangeC wrote:I can extract the segments but combining them is the problem because apparently there some overlaps at the start and end of each segment. Can anyone figure out how to combine the segments properly?
Well, is better than nothing. :D

But, so when you extract the segment what do you have? A small audio file or similar?

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Re: Extracting Audio from Hitman Absolution

Post by OrangeC » Sun Dec 09, 2012 9:39 pm

Well each theme in the game is composed of 10 seconds segments. Combining them straight away ius not possible because there are gaps and overlaps that prevent a smooth transition.

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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Sun Dec 09, 2012 10:15 pm

OrangeC wrote:Well each theme in the game is composed of 10 seconds segments. Combining them straight away ius not possible because there are gaps and overlaps that prevent a smooth transition.
Uhm, understand. :(

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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Sun Dec 16, 2012 9:37 pm

Some news?

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Re: Extracting Audio from Hitman Absolution

Post by kilik » Sat Dec 22, 2012 12:32 am

how use fmod no way to do batch for him ? fmod don't stop crashing on compile

i try this cmd line
fmod_designercl.exe -pc 01.fdp -pcm

build crash on some fsb but no crash one by one
log not identify source of problem someone got

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ninearts
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Re: Extracting Audio from Hitman Absolution

Post by ninearts » Tue Dec 25, 2012 5:26 pm

I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play :))
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Tue Dec 25, 2012 9:19 pm

ninearts wrote:I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play :))
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
You are great! :]

killer7
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Re: Extracting Audio from Hitman Absolution

Post by killer7 » Sat Dec 29, 2012 11:26 am

ninearts wrote:I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play :))
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
Some news?

kangmin
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Joined: Sun Jun 17, 2012 9:38 am

Re: Extracting Audio from Hitman Absolution

Post by kangmin » Thu Jan 10, 2013 11:08 am

any idea where to get the q toggle shooting sound fx ? @_@ like the after math of grenade explosion the *eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii* sound

kilik
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Re: Extracting Audio from Hitman Absolution

Post by kilik » Thu Jan 10, 2013 5:10 pm

i try on another computer for fmod design compile but it's crash on build again

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