ww2ogg update needed by Alpha23 at 12:25 PM EDT on April 5, 2015
Hello! Here are some wwise files that are converted errornously by ww2ogg: http://www.multiup.org/download/ccbf97c35b13e16396e3778eec443a6a/_corrupt_wwise.7z
They are from the PS3 version of Middle Earth: Shadows of Mordor. Can we get an update? :)
by Alpha23 at 10:24 PM EDT on April 7, 2015
Is the update already available, HCS?
by secaproject at 12:00 AM EDT on April 8, 2015
I think you must wait a little bit, this is not too easy

edited 5:11 AM EDT April 8, 2015
by Alpha23 at 12:15 AM EDT on April 10, 2015
ok ;)
by hcs at 11:11 AM EDT on April 11, 2015
It's not obvious what needs to be done, and I'm not up to grab the latest wwise sdk and disassemble it to see what's going wrong now. The fact that there are no streaming errors suggests that there is something very subtle that has changed.
by Alpha23 at 12:14 AM EDT on April 14, 2015
That's a pity. :\ I'd be happy if you could do the disassembly if you have the time and leisure. :)
by hcs at 2:05 PM EST on January 15, 2016
Finally solved!

The logic I was using to detect modified packets was (and still is) faulty. I've added a command line switch --no-mod-packets to ww2ogg 0.24 which fixes these files.

edited 2:40 PM EST January 15, 2016
by Alpha23 at 5:43 AM EST on January 16, 2016
Very cool, thanks! I'll let you know when I encounter other files that produce errors. Maybe I already found some in Batman: Arkham Origins but I'll check with the new switch first to see if that works.
Will the new switch only work for those few files or can it also process the codebook files?
by hcs at 6:58 AM EST on January 16, 2016
I don't understand what you mean by "Will the new switch only work for those few files or can it also process the codebook files?"

--no-mod-packets overrides the detection of modified packets, you can use it along with --pcb packed_codebooks_aoTuV_603.bin, actually you have to use both for the Shadows of Mordor files you sent:

ww2ogg --no-mod-packets --pcb packed_codebooks_aoTuV_603.bin infile.Wwise
by Alpha23 at 1:00 PM EST on January 17, 2016
Ah, got it. ;)
Thanks a lot for this!
by Alpha23 at 3:08 PM EST on January 22, 2016
Upon encountering others of these files in Batman: Arkham Origin and testing the new switch, I found out that ONLY these files work with the switch but all others don't. :(
That's a pity because I basically have to check each and every file if it needs the switch.
by hcs at 3:13 PM EST on January 22, 2016
Well that sucks. If you can figure out any pattern in the headers that predicts it let me know, I couldn't figure it out. I could take a look at the Arkham Origin files to see if maybe there's something I missed, but I'm a little afraid of breaking other games.

Note that there are two new switches: --no-mod-packets and --mod-packets, which force the setting either on or off. Otherwise the broken guessing/detection code is used.
by AnonRunzes at 12:35 PM EST on February 2, 2016
I'm also having problems with The Wonderful 101 (Wii U) .wem files. As the 0x42 error is to be believed, they are not vorbis data.
by AnonRunzes at 1:39 PM EST on March 12, 2016
Am I the only one that gets an error whether I use revorb.exe to fix tbe output of the converted .ogg files?
by hcs at 3:40 PM EST on March 12, 2016
On what game? What error? Does the coverted ogg play cleanly in Audacity?
by AnonRunzes at 4:24 PM EST on March 12, 2016
@hcs - DmC Devil May Cry Complete Edition - that's the game.
I'll upload a file as soon as I'm done with my stuff.

EDIT: 2457956 (ab0710c0).rar

I used these parameters on ww2ogg:
--no-mod-packets --pcb packed_codebooks.bin

Then when I got to use revorb.exe, I used the input converted file (.ogg) and defined the output file. But when I ran it, it crashed. Then I discovered that the output file was 4kB after the executable stopped running.
Am I doing something wrong?

EDIT2: As it turns out, I used the wrong settings to convert the file. Should be --mod-packets --pcb packed_codebooks_aoTuV_603.bin instead(the others need to be converted by other settings). Silly me.
Also, is there any way to convert all .Wwise files into .ogg files?

edited 7:19 PM EST March 12, 2016
by hcs at 7:36 PM EST on March 12, 2016
Paraphrasing what Kurausukun said recently:

for %%i IN (*.Wwise) DO ww2ogg --mod-packets --pcb packed_codebooks_aoTuV_603.bin "%%i"

Save that as a .bat file and run it in the directory of all your files.
by AnonRunzes at 8:48 PM EST on March 12, 2016
I have another question. I want the .ogg file to include loop points, so I want to know which command does that sort of thing?
by hcs at 1:36 AM EST on March 13, 2016
The Ogg Vorbis standard doesn't have a way to set loops, so every engine does it differently. If ww2ogg finds a loop in the input file (which seems to be pretty rare) it will add two comments to the output, LoopStart and LoopEnd, which give the loop points in samples. vgmstream will use these to loop (you may need to name the file .logg to avoid Winamp or such from playing it with the default Vorbis decoder).

I think you can manually add these using vorbiscomment from vorbis-tools (Windows builds at xiph.org or Rarewares).

vorbiscomment -a in.ogg -t LoopStart=NNN -t LoopEnd=NNN


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