I recently checked some of the later NFS games (HP 2010 & Rivals) for engine sounds and found that all of them use the same GIN format, and its decoded by my tool. Seems this is unique format for smoothed audio curves and they never changed it through the years.
As for other engine sounds previously stored in ABK files, newer games use modern EA formats that they use in all their games now, including Dead Space 3, Dragon Age Inquisition, StarWars Battlefront, e.t.c. and I'm more familiar with them, I was able to decode/encode such formats already a year ago.
Do you still like to proceed with MW 2005 or maybe we choose another game?
sup, it's been a long time
quoted this to ask you the following
Maybe I misunderstood, but the audio .chunk that you dump from frostbite 2015 files, specifically from NFS2015, are, in essence, .gin files with the .chunk extension OR the .chunk is a compressed .gin file.
I ask you this because well, the guys from venice unleashed did some great progress with their tool. However, in the case that it is possible to encode the files back, there is a more complex system involving the .ebx and stuff, it's a step forwards, though
anyways, im on holidays now like last year. This time I see a spark of interest in older NFS again since another modder released a new tool for EAGL-based NFS games in september. So if you're busy with something else, I'll wait. If you need any help, im here.