Metal Gear Solid V RIFX streams by GirianSeed at 11:24 PM EDT on April 25, 2014
I've been digging around the the game data of Metal Gear Solid V: Ground Zeroes lately, and I've noticed that most of the FSM files in the demo_stream directory contain Wwise RIFX streams.
My problem is that ww2ogg can't seem to convert them. It'll spit out files a mere fraction of the size that end up sounding like junk data.
There were also a few sound effects in the sound banks that couldn't be converted either (some with the extension .wav but with a RIFX header), but the cutscene audio is my main concern.
I tried testing this again. I extracted one of the RIFX streams from an FSM file using Ravioli Game Tools. After that, I ran the file through ww2ogg.exe with the updated codebook switch and it gave me this error.
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 should mention that this time the outputted file was actually listenable, but it only lasted for about five seconds.
Im confused as to what are you trying to do exactly? If you need the gamescore, check here: http://forums.ffshrine.org/f72/metal-gear-solid-ground-zeroes-gamerip-score-169667/
I've downloaded that gamerip, but I have some issues with it (tracks only loop once, some tracks are unidentified, all the music was mixed down to stereo from 6/5/4 channels, etc.), so I've decided to make my own. Plus, it's missing all of the music from the game's cutscenes.
I've already converted all of the background music and most of the sound effects, but I've yet to properly decode the audio streams packaged with the cutscene data. Even if MGSV handles the sound like it did with previous games (sound effects, BGM, and voices all mixed into one), I still want to get my hands on a clean rip.
Also, if I can manage this now, chances are that it'll also work for The Phantom Pain. I don't know about you, but I think it'd be great if we could already figure the game's idiosyncrasies out by the time it's released.
I can try to help you if you want. Can you send me the files you have (bgm, sfx, voices, cutscene music, etc) on mediafire or mega, in one zip/rar file, and I will see what I can do. Thanks a lot man! :D
Sure. The download link to the game's demo_stream directory is in the first post. As for the rest, I'll try to make some some space in my Dropbox to upload it.
You could also just download the whole game and use a tool like PSARC or Xbox Image Browser to extract all the assets like I did. The entirety of Ground Zeroes is only 2GB in total.
OK, but you left me confused here and Im worried that we might be missing something from the start.
Your filename is demo_stream.zip and you mention entirety of the game is 2GB?
I saw some place the ps3 isos are indeed around 2gb while the 360 ones are around 7gb, so what's going on there? Is the ps3 just a demo version while 360 is the full game?
I'm not sure why the 360 ISO floating around on the net is an extra 5GB in size, but I've extracted the data and it only adds up to about 1.51GB. Even the PS4 and Xbox One versions are only roughly 2GB as well.
I did some research, it's because the ps3 handles cutscenes in real-time it seems. So 360 cannot do that, hence why cutscenes take more space. anyway, as long as we have the full thing, it is fine.
I'm pretty sure that all versions of the game render the cutscenes (or polygon demos, if you will) in real-time and that the 360 ISO's increased size is due to the way the file format fills in blank data, or something along those lines.
Either way, I digress. What I really need to know is how to fix the parse error when converting the streams with ww2ogg. Here's the sample from the test I mentioned in the second post.