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- by bobbyK at 12:34 AM EDT on May 6, 2014
- OK I got the entire game extracted and all files (ps3 version). I see tape files (.wem) and Wwise sound bank files (.sbp) and also fsm files seem to have sound files in them. Question is how you know which ones are the cutscene music?
- by GirianSeed at 1:31 AM EDT on May 6, 2014
- I don't specifically know what each stream is, actually. (The audible part of the conversion test file I uploaded was helicopter noise, but I don't know what comes after that.) I'm just trying to properly decode them first and then see what I can find.
- by bobbyK at 4:57 AM EDT on May 6, 2014
- I didn't try it, but the tools here can create wwise files out of wav files, but maybe also edit already created wwise files with load/import? I don't know, it's a huge download and install, but you could try and see if it open wwise files and allows you to export/change the wav files within.
https://www.audiokinetic.com/downloads/
- by GirianSeed at 7:36 AM EDT on May 6, 2014
- I have installed the trial version of Wwise, but I've not spent much time fiddling around with it to learn all its ins-and-outs.
Still, perhaps someone here who has some knowledge on ww2ogg could share some information on this error.
- by bobbyK at 9:30 PM EDT on May 6, 2014
- Found this while doing some research, needs to be compiled tho:
https://bitbucket.org/anders/wwiseconv/overview
The guy says he reverse engineered the Wwise SDK, so maybe it works on ground zeroes?
- by GirianSeed at 10:51 PM EDT on May 6, 2014
- Nice find. I'll try to compile it and test it out in my free time.
- by GirianSeed at 3:11 PM EDT on May 8, 2014
- The source files in that archive were last updated in 2009. I doubt that the compiled tool would be able to handle the newer RIFX streams that Wwise started using after 2011 -- Ground Zeroes included, since I had to use ww2ogg's newer codebook just to get anything listenable.
Again, if anyone has any information regarding this error, I'm all ears and I'd be very grateful.
Input: File0001.wwise
RIFX WAVE 6 channels 48000 Hz 440648 bps
9347200 samples
- 6 byte packet headers, no granule
- external codebooks
- shortened Vorbis packets
Output: File0001.ogg
Parse error: ran out of space in an Ogg packet
I wish I had the knowledge to rectify this problem myself, but sadly I don't and have to hope that there's someone else who does that's also willing to help.
edited 3:51 PM EDT May 8, 2014
- by bobbyK at 6:22 PM EDT on May 8, 2014
- I think I figured out what the problem is, it's the codebooks.
From readme file:
"If you are getting totally invalid files as output, for a game produced after
mid-2011, try using the --pcb packed_codebooks_aoTuV_603.bin switch"
If doesn't work, we need somehow the latest codebooks from the Wwise SDK or something, a bin file? That is only way for you to get this to work.
- by bobbyK at 6:49 PM EDT on May 8, 2014
- I got it, i converted your file to ogg, imported into audacity 1.3 beta, got 6 mono channels!
http://www.mediafire.com/listen/79sz42fs89qmlfr/test.ogg
it is a helicopter sound with thunder/rain it seems..
we are getting somewhere
edit: omg, now we can remove the vocals and just have the cutscene music maybe! :)
edited 6:50 PM EDT May 8, 2014
edited 6:53 PM EDT May 8, 2014
- by GirianSeed at 7:02 PM EDT on May 8, 2014
- Yeah, that's the same thing I got, but the stream should be -much- longer than that. It's an incomplete conversion. The original RIFX vorbis file was 10MB, whereas the OGG file ww2ogg spits out is roughly 5% the size of that.
edited 7:04 PM EDT May 8, 2014
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