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Rainbow Six: Siege AudioKinetic PCK container

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borntosowdeath
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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by borntosowdeath » Fri May 04, 2018 1:17 am

FatalBulletHit wrote:
agm114d wrote:Thx for the work. However I have to point out that you missed the bnk file, which contains all the weapons sounds.
Very true indeed, am busy with another project as of now, but if there is demand I may as well just finish this beforehand over the weekend. Will post another reply when the update version is finished and uploaded. :)
It would be very nice of you :>
PS. You can safely rename/remove map sounds and it doesn't break the game... I wonder if you'd be able to re-pack those sounds to remove just annoying things s.a. sprinklers in vault/lockers on Bank map. Then it would be nice to remove sound imparements s.a. stun grenade, flash grenade, explosion etc. Last (but not least) it would be nice to do something with video part (no flash/dizzy, remove objects, change textures) - but that's not for this section :>

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by FatalBulletHit » Sat May 05, 2018 2:26 pm

borntosowdeath wrote:I wonder if you'd be able to re-pack those sounds to remove just annoying things s.a. sprinklers in vault/lockers on Bank map. Then it would be nice to remove sound imparements s.a. stun grenade, flash grenade, explosion etc. Last (but not least) it would be nice to do something with video part (no flash/dizzy, remove objects, change textures) - but that's not for this section :>
I'd hope and assume that Ubisoft/BattlEye verifies the FileHashes of the user's installation directory on each and every game launch.
While I'd love to see more control over the audio playback, it is most likely impossible to repack altered files and play the game.

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Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Tue May 15, 2018 5:11 pm

Tom Clancy's Rainbow Six Siege - Audio Extractor (0.9.2)


READ ME

Code: Select all

####################################################################################################
# <><><><><><><><><> [READ ME] Tom Clancy's Rainbow Six Siege - Audio Extractor <><><><><><><><><> #
#                                                                                                  #
#                                                                                                  #
# The Tom Clancy's Rainbow Six Siege - Audio Extractor will download multiple resources in order   #
# to extract, convert and sort most of the audio files from the Ubisoft game Tom Clancy's Rainbow  #
# Six Siege.                                                                                       #
#                                                                                                  #
# Be aware that the entire process may take several hours. For information on how to increase      #
# performance, check the documentation (see below).                                                #
#                                                                                                  #
#                                                                                                  #
# Note that from now on sorting is no longer directly possible as the proper names have been       #
# removed from the end of the '.bnk' files when the audio source files were changed and is now     #
# done based on file names and OasisIDs from old source files.                                     #
#                                                                                                  #
# Additionally all the '.lwav' files have been altered in a way that they are now extracted as     #
# '.wav_unknown' files and cannot be converted at the moment.                                      #
#                                                                                                  #
#                                                                                                  #
# Disclaimer:                                                                                      #
#                                                                                                  #
# I did not write any of the programs or scripts that are needed for extraction and conversion.    #
# All credits belong to their authors, you may check out the links to the forum entries and        #
# websites below.                                                                                  #
#                                                                                                  #
#     QuickBMS                                                                                     #
#         http://aluigi.altervista.org/quickbms.htm                                                #
#                                                                                                  #
#     pck_AKPK_extractor.bms                                                                       #
#         http://forum.xentax.com/viewtopic.php?p=80192#p80192                                     #
#                                                                                                  #
#     func_getTYPE.bms                                                                             #
#         http://forum.xentax.com/viewtopic.php?f=13&p=69577#p69577                                #
#                                                                                                  #
#     bnk_extractor.bms                                                                            #
#         http://forum.xentax.com/viewtopic.php?f=13&t=4450&p=89662#p89662                         #
#                                                                                                  #
#     ww2ogg (includes packed_codebooks_aoTuV_603.bin)                                             #
#         https://www.hcs64.com/vgm_ripping.html                                                   #
#         https://github.com/hcs64/ww2ogg                                                          #
#                                                                                                  #
#     revorb                                                                                       #
#         https://hydrogenaud.io/index.php/topic,64328.msg574110.html#msg574110                    #
#                                                                                                  #
#     wwise_ima_adpcm (sound_conveter_v1.15.zip)                                                   #
#         https://bitbucket.org/zabb65/payday-2-modding-information/downloads                      #
#                                                                                                  #
#     wwise_pcm_decoder.bms                                                                        #
#         http://forum.xentax.com/viewtopic.php?p=110795#p110795                                   #
#                                                                                                  #
#                                                                                                  #
# Documentation:                                                                                   #
#                                                                                                  #
#     XeNTaX post                                                                                  #
#         http://forum.xentax.com/viewtopic.php?p=140570#p140570                                   #
#                                                                                                  #
#     Name overview                                                                                #
#         https://goo.gl/PxQuCTv                                                                   #
#                                                                                                  #
#                                                                                                  #
# Feel free to contact me if you have any suggestions or feedback, as well as bugs or similar.     #
# You can do that by replying in the XeNTaX thread (see above) or emailing me (see below).         #
#                                                                                                  #
#                                                                                                  #
# <><><><><><><><><><><><><><><> Contact:  FatalBulletHit@gmail.com <><><><><><><><><><><><><><><> #
####################################################################################################
Feel free to post suggestions, feedback and bug reports down below, it is greatly appreciated! :roll:


INSTALLATION AND USAGE

All you need is Tom Clancy's Rainbow Six Siege¹, Windows PowerShell 5² (included in Windows 10) and the launcher for the Tom Clancy's Rainbow Six Siege - Audio Extractor.

  1. Download either the Launcher.zip attachment (see below) or use the Google Drive direct download link.

    There is also a Pastebin mirror and a Google Drive folder with all the resources (all will be kept up-to-date).

    Launcher.zip


  2. Open the archive and start 'Launcher.bat'.

    The launcher functions as a wrapper³ and will download and start the main PowerShell script ('tc_r6s_audio_extractor.ps1'), which will guide you through the rest.
    If you need/want to adjust some preferences, exit after installation and edit the main PowerShell script with notepad or a source code editor of your choice.

¹ Only the audio containers ('.pck' files) are needed.
² Also tested with PowerShell 7 (Windows PowerShell 4 and potentially PowerShell 6 should work, too). If you don't have Windows 10 or any of the listed PowerShell versions, I recommend you download the latest version of PowerShell from GitHub).
³ The batch wrapper is used in order to improve accessibility (primarily for those who are unfamiliar with PowerShell) and bypass the normally restricted script execution policy.


DOCUMENTATION
  1. PERFORMANCE

    Note that this is under no circumstances required and should be treated with care!

    Performance can be increased quite significantly by disabling Real-time protection, as explained in this short video. This may vary a lot from system to system, for reference: the overall duration on my system is reduced by a third from 1h30 to 1h.


  2. ERRORS AND WARNINGS

    ERROR: Script crashed on startup!
    • The script crashed on startup and no preferences were adjusted.
      This is probably down to me. Please share the displayed error log by either replying in this thread or sending me an email.
    • The script crashed on startup and at least one preference was adjusted.
      Check if the syntax is correct (see PREFERENCES below).
    ERROR: Script already running!
    • An instance of the script is already running.
      Wait for the current instance to finish or close it.
    ERROR: Missing the following resources: [...] Download manually or try again.
    • The script could not not establish an internet connection.
      Check your internet connection and try again.
    • The script cannot download all of the resources.
      Download the resources manually from the Google Drive folder (you can right click the folder 'resources', select download and extract the archive at the location of the main script).
    ERROR: Cannot find Tom Clancy's Rainbow Six Siege installation directory, define manually in script!
    • The script cannot retrieve the installation directory from the registry (most likely non-UPlay version).
      Uncomment line 76 by deleting the hash symbol (#) at the beginning of the line and adjust the path if needed (see Finding the installation of your games - Ubisoft Support for more information).

      Example 1 (line 76):

      Code: Select all

      $dirSource = "C:\Program Files (x86)\Steam\steamapps\common\Tom Clancy's Rainbow Six Siege"
    • The adjusted path does not exist.
      Check if the adjusted path is correct and enclosed by double quotation marks (see Example 1 above).
    • You only have the audio containers ('.pck' files).
      Uncomment line 76 by deleting the hash symbol (#) at the beginning of the line and adjust the path.

      Example 2 (line 76):

      Code: Select all

      $dirSource = "D:\Audio\Tom Clancy's Rainbow Six Siege\pck"
    ERROR: Cannot find any source files, define manually in script!
    • The script cannot find any '.pck' files at the installation directory.
      Verify the game files and try again.
    • The script cannot find any '.pck' files at the adjusted path.
      Check if the adjusted path is correct and enclosed by double quotation marks (see Example 1 above).
    WARNING: Cannot establish internet connection!
    • The script could not establish an internet connection.
      Check your internet connection and try again.
    WARNING: An error occurred during script execution!
    • There was an error during script execution.
      This is probably down to me. Please share the error log (should be in the error_logs folder) by either replying in this thread or sending me an email.

  3. PREFERENCES

    Output directory
    • By default, an output directory is created at the location of the main script.
      This can be changed by adjusting the path at line 79.

      Example 3 (line 79):

      Code: Select all

      $dirOutput = "D:\Rainbow Six Siege\Audio"
    Remove '.wav_unknown' files
    • By default, '.wav_unknown' files (previously extracted as '.lwav' files) are removed before conversion together with the remaining redundant files ('.00040000', '.01020000' and '.wav' (before conversion)) as they currently cannot be converted.
      This can be changed by adjusting the option at line 82. Note that this option will have no affect if removing redundant files is disabled.

      Example 4 (line 82):

      Code: Select all

      $wav_unknownRedundant = 0
    Remove redundant files
    • By default, redundant files ('.00040000', '.01020000', '.wav' (before conversion) and '.wav_unknown') are removed before conversion.
      This can be changed by adjusting the option at line 85. Note that these files seem to be useless.

      Example 4 (line 85):

      Code: Select all

      $removeRedundant = 0
    Remove duplicate files
    • By default, duplicate files are removed before conversion.
      This can be changed by adjusting the option at line 88.

      Example 4 (line 88):

      Code: Select all

      $removeDuplicates = 0
    Remove source files
    • By default, '.bnk' files are removed before conversion and the remaining source files removed after conversion.
      This can be changed by adjusting the option at line 91.

      Example 4 (line 91):

      Code: Select all

      $removeSource = 0
    Remove empty directories
    • By default, empty directories are removed after all source files were removed.
      This can be changed by adjusting the option at line 94.

      Example 4 (line 94):

      Code: Select all

      $removeEmptyDir = 0
    Use greedy oasis alias table
    • By default, the greedy oasis alias table is used (see below).
      This can be changed by adjusting the option at line 97. Note that this will most likely make no to barely any difference.

      Example 4 (line 97):

      Code: Select all

      $greedyOasisTable = 0
    Create log file
    • By default, a log file is created and moved into the 'logs' folder at the location of the main script.
      This can be changed by adjusting the option at line 100.

      Example 4 (line 100):

      Code: Select all

      $createLog = 0

  4. SOURCE FILES

    File Overview
    Image

    • '.pck' containers
      The '.pck' containers hold '.bnk' containers and '.at3', '.wav_unknown' and '.Wwise' files.
    • '.bnk' containers
      The '.bnk' containers hold '.01020000', '.00040000', '.at3', '.wav', '.wav_unknown' and '.Wwise' files.
      The '.01020000' and '.00040000' files seem to be useless, the same goes for the '.wav' files as they are all duplicates and only have a size of 44 bytes.
      The '.wav_unknown' and '.Wwise' files are mainly stub files.
    • '.at3' files (Wwise PCM)
      The '.at3' files are mainly weapon and gadget related.
    • '.wav_unknown' / '.lwav' files (Wwise (IMA) ADPCM)
      The '.wav_unknown' files are differently encoded '.lwav' files and are currently extracted incorrectly by the 'pck_AKPK_extractor.bms' script. They are mainly ambient related.
    • '.Wwise' files (Wwise RIFF/RIFX Vorbis)
      The '.Wwise' files are voice, cutscene, effect, music and ambiance related.
      Mostly, they hold an unique identifier, which will be referred to as OasisID, as it consists of the string 'OasisID' and an integer.

      RegEx Pattern:

      Code: Select all

      OasisID[0-9]+

    Note that all files with a space in their name were extracted from a '.bnk' container!



    Changelog since 28/06/18
    Note that the version numbers may not always be correct and from 18/12/18 on, changes are only logged from time to time.

    Code: Select all

    3.2.1 (29/06/18):
    Added 'sounds_eng_012009248.pck'
    
    3.2.2 (23/07/18):
    Added 'sounds_eng_012063704.pck'
    Added 'sounds_sfx_012063704.pck'
    Added 'sounds_sfx_bootstrap_012063704.pck'
    
    3.3.0 (04/09/18):
    Added 'sounds_eng_000000009.pck'
    Added 'sounds_eng_012213254.pck'
    Added 'sounds_sfx_000000009.pck'
    Added 'sounds_sfx_012213254.pck'
    Added 'sounds_sfx_bootstrap_000000009.pck'
    Added 'sounds_sfx_maps_000000009.pck'
    Added 'sounds_sfx_playgo_000000009.pck'
    
    3.3.1 (18/09/18):
    Added 'sounds_eng_012254817.pck'
    Added 'sounds_sfx_012254817.pck'
    
    3.3.1.1 (?) (19/09/18):
    Added 'sounds_eng_012261114.pck'
    
    3.3.1.2 (18/10/18):
    Added 'sounds_eng_012362767.pck'
    
    3.3.2 (29/10/18):
    Added 'sounds_eng_012395233.pck'
    
    3.3.2.1 (?) (29/11/18):
    Added 'sounds_eng_012482487.pck'
    
    3.4.0 (04/12/18):
    Added 'sounds_eng_000000010.pck'
    Added 'sounds_eng_playgo_000000010.pck'
    Added 'sounds_sfx_000000010.pck'
    Added 'sounds_sfx_bootstrap_000000010.pck'
    Added 'sounds_sfx_maps_000000010.pck'
    Added 'sounds_sfx_playgo_000000010.pck'
    
    3.4.1 (17/12/18):
    Added 'sounds_eng_012540733.pck'
    Added 'sounds_sfx_playgo_012540733.pck'
    
    Audio source files have been reworked!
    4.2.0 (11/06/19):
    Updated 'sounds_eng.pck'
    Added 'sounds_eng_013085959.pck'
    Added 'sounds_eng_events.pck'
    Added 'sounds_eng_events_013147883.pck'
    Updated 'sounds_eng_playgo.pck'
    Added 'sounds_eng_playgo_013085959.pck'
    Updated 'sounds_sfx.pck'
    Added 'sounds_sfx_013085959.pck'
    Added 'sounds_sfx_013147883.pck'
    Updated 'sounds_sfx_bootstrap.pck'
    Added 'sounds_sfx_bootstrap_013085959.pck'
    Added 'sounds_sfx_bootstrap_013147883.pck'
    Added 'sounds_sfx_events.pck'
    Added 'sounds_sfx_events_013147883.pck'
    Updated 'sounds_sfx_maps.pck'
    Added 'sounds_sfx_maps_013085959.pck'
    Added 'sounds_sfx_maps_013147883.pck'
    Updated 'sounds_sfx_playgo.pck'
    Added 'sounds_sfx_playgo_013085959.pck'
    Added 'sounds_sfx_playgo_013147883.pck'
    
    4.3.1 (19/09/19):
    Added 'sounds_eng_013396867.pck'
    Updated 'sounds_eng_events.pck'
    Added 'sounds_eng_events_013522963.pck'
    Added 'sounds_eng_playgo_013396867.pck'
    Added 'sounds_sfx_013396867.pck'
    Added 'sounds_sfx_013479271.pck'
    Added 'sounds_sfx_013522963.pck'
    Added 'sounds_sfx_bootstrap_013396867.pck'
    Added 'sounds_sfx_bootstrap_013479271.pck'
    Added 'sounds_sfx_bootstrap_013522963.pck'
    Updated 'sounds_sfx_events.pck'
    Added 'sounds_sfx_events_013522963.pck'
    Added 'sounds_sfx_maps_013396867.pck'
    Added 'sounds_sfx_maps_013479271.pck'
    Added 'sounds_sfx_maps_013522963.pck'
    Added 'sounds_sfx_playgo_013396867.pck'
    
    4.3.1 Halloween (23/10/19):
    Added 'sounds_sfx_013625283.pck'
    Added 'sounds_sfx_bootstrap_013579711.pck'
    Added 'sounds_sfx_bootstrap_013625283.pck'
    
    4.4.0 (??/12/19):
    Added 'sounds_eng_013777760.pck'
    Updated 'sounds_eng_events.pck'
    Added 'sounds_eng_events_013820966.pck'
    Added 'sounds_sfx_013777760.pck'
    Added 'sounds_sfx_013820966.pck'
    Added 'sounds_sfx_bootstrap_013777760.pck'
    Added 'sounds_sfx_bootstrap_013820966.pck'
    Updated 'sounds_sfx_events.pck'
    Added 'sounds_sfx_events_013820966.pck'
    Added 'sounds_sfx_maps_013777760.pck'
    Added 'sounds_sfx_maps_013820966.pck'
    Added 'sounds_sfx_playgo_013777760.pck'
    Added 'sounds_sfx_playgo_013820966.pck'
    

  5. MEANINGFUL NAMES (ALIASES) AND SORTING

    Name Overview

    Since the audio source files were changed in the first half of 2019, the meaningful names at the last line of each of the '.bnk' container have been removed and it is no longer possible to extract '.bnk' containers to meaningful named folders.

    However, based on my backups of the audio source files, I created alias tables which allow for known files to be extracted and moved into meaningful named folders again.
    These alias tables consist of an (ideally) unique identifiers for a file and a meaningful name (the alias).

    There are currently 5 alias tables:
    • bnkTable
      If the table contains the name of a '.bnk' container, it is extracted to the according alias.
    • nameTable_bnk
      If the table contains the name of a file extracted from a '.bnk' container (identified by a space), it is moved to the according alias.
    • nameTable_pck
      If the table contains the name of a file extracted from a '.pck' container (identified by no space), it is moved to the according alias.
    • oasisTable_exact
      If the table contains the OasisID of a '.Wwise' file, it is moved to the according alias.
      Note that the table only got populated with OasisIDs which occurred previously.
    • oasisTable_greedy
      If the table contains the OasisID of a '.Wwise' file, it is moved to the according alias.
      Note that the table is based on the 'oasisTable_exact', but gaps between two integers with the same alias are filled.
    Sorting is still primarily done by comparing the stub files extracted from the '.bnk' containers with the remaining files, but the name and oasis tables will try and sort the leftover files afterwards, allowing for 87% of the currently 72'814 convertible audio files to be sorted.

EDIT HISTORY

Edit (22/05/18):
Updated to version 0.6.0 (read more)!

Edit (24/05/18):
Added link to the Google Drive folder.

Edit (19/06/18):
Updated to version 0.7.0 (read more)!

Edit (12/05/20):
Updated to version 0.9.2 (read more)!
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Last edited by FatalBulletHit on Thu May 14, 2020 2:49 pm, edited 59 times in total.

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Re: Tom Clancy's Rainbow Six Sound Extractor

Post by GHOST DEAD » Wed May 16, 2018 5:45 am

Not done!

Thats Good!
But AKPK script cant import files... Can you fix that?
I creating package for edit all of wwise files

Right now, i can edit all wem files and .bnk files and other Wwise files
I can edit any .PCK file, But Ubisoft using a different PCK files...
If anyone help me to repack this PCK, i can make a package to edit any (.bnk , .wem , .pck .stm and other) files and share to all :bye:
Be Good, Even in distressing or defamation and chill, Even Everyone's Called You a Bad Guy Or Lier and Mad

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Re: Tom Clancy's Rainbow Six Sound Extractor

Post by FatalBulletHit » Wed May 16, 2018 3:25 pm

GHOST DEAD wrote:But AKPK script cant import files... Can you fix that?
I definitley cannot fix it, maybe @AlphaTwentyThree can.

However, in case you want to launch the game with modified '.pck' files, bare in mind that this will most likely get you banned.
That is, if you own an original copy of the game and Ubisoft or BattlEye checks the intergrity of the game files on each launch (which I'd hope and assume as mentioned earlier).

Might be intresting for the cracked version, tho! :ninja:

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Re: Tom Clancy's Rainbow Six Sound Extractor

Post by GHOST DEAD » Wed May 16, 2018 5:07 pm

i have Uplay version, dont worry, not gonna happen in offline mode

i really want to make a package to edit Wwise files for all of guys
and @AlphaTwentyThree not was online for months :scaredy:

and aluigi (quick bms programmer) cant read my massage, you know any other guy?
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Re: Tom Clancy's Rainbow Six Sound Extractor

Post by FatalBulletHit » Thu May 17, 2018 12:16 am

GHOST DEAD wrote:i have Uplay version, dont worry, not gonna happen in offline mode
Didn't think about that, however, the online use is restricted then - unless one would install the cracked version and mess around with friends over VPN! :wink:
GHOST DEAD wrote:and aluigi (quick bms programmer) cant read my massage, you know any other guy?
When I posted a question on Aluigi's ZenHAX forum the other day he responded within 24h, maybe try your luck there.

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[Update 0.6.0] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Mon May 21, 2018 11:46 pm

Changelog 0.6.0
  • Added proper renmaing *
  • Added automatic installation directory recognition
  • Fixed update function (you need to download this update manually)
  • Fixed batch wrapper
* Each '.bnk' file will be extracted into a folder with the proper name which is based on the last bytes of said '.bnk' file. '.Wwise' files directly extracted from the '.pck' files will also be moved into folders with proper names which is possible because the '.Wwise' files have OasisIDs (strings in the file header, e.g. 'OasisID193307'). The '.Wwise' files extracted from the '.bnk' files are in proper named folders and, although barely any are convertable, the '.Wwise' files extracted from the '.pck' files have matching OasisIDs. Bare in mind that these are not the exact names for each and every file rather than a collection of files and that there are still a lot of files which remain unnamed. Any help regarding this is greatly appreciated!

Edit (23/05/18):
I created a Name Overview. Again, help (in form of comments) is greatly appreciated! :roll:

Edit (24/05/18):
It seems like '.Wwise' files are mostly voice overs and cutscene sounds, '.lwav' files are mostly ambient sounds and '.at3' files are mostly gun fire and similar sounds.
There are also still a lot of '.Wwise' files extracted from '.pck' files which do not have a proper named folder and a lot of proper named folders for the '.Wwise' files extracted from the '.bnk' files with no or barely any convertable files. However, I will have a look into comparing the '.Wwise' files extracted from the '.bnk' files with the ones extracted fromt the '.pck' files, as it seems like the '.bnk' ones are simply duplicates which are cut off at some point.
Last edited by FatalBulletHit on Thu May 14, 2020 2:50 pm, edited 3 times in total.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by borntosowdeath » Fri Jun 15, 2018 7:31 am

FatalBulletHit wrote:
  • Update 0.6.0
This file redundancy is nonsence. I've successfully set this file list to size 0 (BattlEye actually doesn't check any files, the game just won't load without some files, will load to lobby but not into game without some files etc - game engine has to be the checker). If you'd be able to code whole repacker it would be great (being able to extract sounds/textures, convert to usable format, change them/set to 0 size or remove, convert back to original format and put back inside).

<those remove lobby ops animation>
\
  • 'datapc64_r6_menuworld_playgo*'
<lector and ops dialog lines>
\sounddata\pc\
  • 'sounds_eng*'
<sfx; probably redundant - just seen file names in main folder ending with 000000006 sooo...>
\sounddata\pc\
  • 'sounds_sfx_000000000*' to 'sounds_sfx_000000005*'
  • 'sounds_sfx_playgo_000000000*' to 'sounds_sfx_playgo_000000005*'
  • EDIT: Seems like they use it after all ;p
<menu sounds>
\sounddata\pc\
  • 'sounds_sfx_bootstrap*'
<map zone sounds (s.a. water in Bank Lockers area)>
\sounddata\pc\
  • 'sounds_sfx_maps*'
[/list]

PS. They've changed the way they're putting sound zones in-game - they used to put those inside 'sounds_sfx_maps*' packs - in Villa sounds are inside
'1_pck\4_lwav_converted\sfx\sounds_sfx_000000008' (radio),
'1_pck\2_wwise_converted\sfx\sounds_sfx_000000008' (ambient),
'1_pck\2_wwise_converted\sfx\sounds_sfx_playgo_000000008' (clock)
and might be somewhere else too due to this redundancy...
Last edited by borntosowdeath on Sun Jun 17, 2018 3:14 pm, edited 3 times in total.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by FatalBulletHit » Fri Jun 15, 2018 9:32 pm

borntosowdeath wrote:This file redundancy is nonsence.
Brought to you by Ubisoft. :P
borntosowdeath wrote:I've successfully set this file list to size 0 (BattlEye actually doesn't check any files, the game just won't load without some files, will load to lobby but not into game without some files etc - game engine has to be the checker).
Good to know!
borntosowdeath wrote:If you'd be able to code whole repacker it would be great (being able to extract sounds/textures, convert to usable format, change them/set to 0 size or remove, convert back to original format and put back inside).
I'd love to tell you I'm able to, but I'm not, sry... :/

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[Update 0.7.0] Tom Clancy's Rainbow Six Siege - Audio Extractor

Post by FatalBulletHit » Tue Jun 19, 2018 11:16 am

Changelog 0.7.0
  • Added more launch parameters:

    Code: Select all

    PowerShell.exe -ExecutionPolicy Unrestricted -NoProfile -File ".\bin\r6s_extractor_0.7.0.ps1"
        [-DownloadLatestVersion]
        [-Profile <string>]
        [-Output <string>]
        [-Exit]
        [-Batch]
        [-Debug]
    
    
    -DownloadLatestVersion
    Will download the latest version.
    
    -Profile Default
    Will start the script with the default profile.
    
    -Profile 'Profile Name'
    Will start the script with a custom profile named 'Profile Name'.
    
    -Output
    Overwrites the output directory.
    
    -Exit
    Script will exit when finished.
    
    -Batch
    Will use the paths from the r6s_extractor_0.7.0.bat, rather than from the r6s_extractor_0.7.0.ps1.
    
    -Debug
    Will save error logs if any.
    
    
    Example:
    PowerShell.exe -ExecutionPolicy Unrestricted -NoProfile -File ".\bin\r6s_extractor_0.7.0.ps1" -DownloadLatestVersion -Profile 'Some Profile' -Output 'C:\some\path' -Exit -Batch -Debug
  • Improved proper renaming (quite a bit) *
  • Improved update function (hopefully)
  • A bunch of minor improvements, fixes and additions which are not worth being mentioned (but lead to the version jump from 0.6.0 to 0.7.0)
* '.pck' output is now moved into properly named folders based on the '.bnk' output as mentioned in the 0.6.0 changelog (under 'Edit (24/05/18)'). Out of the currently 87'428 convertable files only 6'644 are unsorted (that's just under 7.6%)!
Last edited by FatalBulletHit on Thu May 14, 2020 2:50 pm, edited 2 times in total.

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Re: Tom Clancy's Rainbow Six Sound Extractor

Post by benishandler » Mon Aug 06, 2018 9:40 pm

Didn't think about that, however, the online use is restricted then - unless one would install the cracked version and mess around with friends over VPN! :wink:
Ha, I remember the old VPN trick for Tom Clancy, did it with Far cry 5 too, had some VPN promotion code over at https://www.vpncompare.co.uk/unlock-far-cry-5-early/ so only cost a couple of dollars but well work it to unrestrict online use.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by Voron111999 » Fri Sep 14, 2018 3:18 pm

Hey guys, thanks for the help. I might sound stupid but anyways. I don't know if you already found the way to open .at3 files which are the gun sounds, but I found a way to open them. Use Audacity and import them as raw data and change Rate to something more than 48,000Hz and you will hear the proper audio.

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by FatalBulletHit » Fri Sep 14, 2018 6:03 pm

The current version (0.7.0) of the extractor is capable of converting the '.at3' files to '.wav' files, but this seems like an easy workaround if one only needs a couple of gun sounds or so. Thank you for the information! :)

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Re: Rainbow Six: Siege AudioKinetic PCK container

Post by Voron111999 » Fri Sep 14, 2018 10:03 pm

Wow that reply was fast man! its good cuz I have a problem with the script and I need to ask you about it. I do everything as u say but in the end, the script completely deletes whatever is in the output folder. Before doing that (while in the middle of conversion) I regularly check the output folder and I never see any converted file. All of them are either left as .bnk , wwise , at3 or lwav and not a single converted .wav file. So that's why the scripts deletes everything in the output folder when its done because nothing converted and all that's left are junk unconverted files. I also check the script while its running and not a single error is shown. Every step is done completely that's what script says at least. Maybe you would know why...
(just so you know, my r6 siege is not up to date and still has day 1 sound files but they are not damaged or corrupted as singleplayer runs without problems.) Please help me with this.

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