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PostPosted: Fri Feb 17, 2017 1:03 pm 

Joined: Fri Feb 17, 2017 12:24 pm
Posts: 4
Anyone willing/interested in cracking the sound codec used in this game? I got a .Bank file and successfully extracted the FSB but it uses an unknown format when trying to extract the file to wav's.
All files seem to be in 48000Khz at a 210kbit bitrate when i open them in Aezay FSB Ext. Now i also tried FSBext and Fmodaudext but both result in distorted weird .wav files as it doesn't know exactly what format it is in.

Now i found some .Wav files that were just zipped and ready to play and it seems to use the same format that the .Bank files do : MS ADPCM 48000Hz mono 210kbps [A: adpcm_ms, 48000 Hz, 1 channels, s16, 210 kb/s]. This file played just fine in all media players.

So i suppose it should be fairly easy to compare the two and find out what is missing when converting the .Bank? Probably just some missing headers or something like that. Let me know what you can find out, i will attach the .Bank,FSB and the open working wav file for comparison.


Attachments:
FH3 Sound Bank.rar [4.34 MiB]
Downloaded 99 times
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PostPosted: Sun Feb 26, 2017 7:58 pm 

Joined: Fri Oct 16, 2015 9:27 am
Posts: 2
try opening the extracted .wav in VLC, it should play it o.k., then you can "Convert/Save" to "audio - CD" format which will give you a normal pcm wave file. I've done this before with other FSB .wavs which were unknown codec and played distorted the same as you say.

Edit: just tried and it doesnt look like VLC knows it either. But I'm interested to know what it is.


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PostPosted: Mon Feb 27, 2017 10:42 pm 

Joined: Fri Feb 17, 2017 12:24 pm
Posts: 4
Exactly. I've been trying all kinds of players and importing the raw files into Audacity for example. But nothing seems to work,or come close to resembling a working recording of sorts.


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PostPosted: Fri Mar 10, 2017 9:32 pm 

Joined: Fri Feb 17, 2017 12:24 pm
Posts: 4
It seems that Fmod has its own adpcm codec, Fadpcm format. Maybe this is the culprit?


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PostPosted: Mon Mar 20, 2017 9:14 am 
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Joined: Thu Oct 02, 2014 4:58 pm
Posts: 148
@Aluigi, i tired with fsbext but extracts the files like 00001.dat 000002.dat not the original filenames


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PostPosted: Mon Mar 20, 2017 9:28 am 
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The empty names are caused by the fh5.namesize field which is set to zero in the archive so it means that there are no filenames stored.
I can clearly see the names with the hex editor ("Peugeot*") but I have no way to know what to do when that field is zero (it may be a customization of the game or a new flag).
If you have fsb samples of other games that are extracted nameless but have a name in them, I will check them.


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PostPosted: Mon Mar 20, 2017 12:26 pm 
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Joined: Thu Oct 02, 2014 4:58 pm
Posts: 148
The tool fsb_aud_extr.exe extracts the filenames


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PostPosted: Mon Mar 20, 2017 3:25 pm 
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With fsb_aud_extr.exe and the FMOD libraries provided in the topic of the tool I get 00000000_0.wav in any case.

I have found what are these names, they are placed inside the list of information for each file and the type 0x8 wasn't supported by fsbext so I have just added it now.
In short they are not the name of the files but they are a sort of description.
The solution I adopted is to assign this field as filename if there is no filename.

fsbext 0.3.6
http://aluigi.altervista.org/papers.htm#fsbext


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PostPosted: Mon Mar 20, 2017 4:21 pm 
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Joined: Thu Oct 02, 2014 4:58 pm
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aluigi wrote:
With fsb_aud_extr.exe and the FMOD libraries provided in the topic of the tool I get 00000000_0.wav in any case.

Before to extract the wav i dumped the FSB from the FEV and then i tried the fsb_aud_extr.exe

Extracting
Quote:
fsb_aud_extr.exe GS_FOR_F150Raptor_17.bank.fsb
GS_FOR_F150Raptor_17.bank_0
GS_FOR_F150Raptor_17.bank_1
GS_FOR_F150Raptor_17.bank_2
GS_FOR_F150Raptor_17.bank_3
GS_FOR_F150Raptor_17.bank_4
GS_FOR_F150Raptor_17.bank_5
GS_FOR_F150Raptor_17.bank_6
GS_FOR_F150Raptor_17.bank_7
GS_FOR_F150Raptor_17.bank_8


And now with your new Fsbext

Quote:
- input file: GS_FOR_F150Raptor_17.bank.fsb
- FSB5 mode 0

Filename Size Mode frequency channels bits
========================================================================
Peugeot_2008_Stick_Upshifts_05 11360 48000 1 16
HZ3_Paddle_Shifts_Set_01_Upshift_06 10656 48000 1 16
00000002.dat 2528 48000 1 16
00000003.dat 36704 48000 1 16
Peugeot_2008_Stick_Upshifts_02 11648 48000 1 16
00000005.dat 25920 48000 1 16
00000006.dat 35424 48000 1 16
00000007.dat 100256 48000 2 16


If i try to split the file with the tool fsb5_split.exe i get 1 file named ".fsb", lol


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PostPosted: Mon Mar 20, 2017 4:32 pm 
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Maybe there is something I don't understand because the output of fsb_aud_extr.exe there is exactly what I said: nameless files (input name + sequential number).
The difference now is that fsbext 0.3.6 gives you an alternative.


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PostPosted: Thu Mar 23, 2017 12:14 am 
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Joined: Thu Oct 02, 2014 4:58 pm
Posts: 148
You right and the codec looks some adpcm


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PostPosted: Sat Sep 16, 2017 12:46 am 

Joined: Fri Feb 17, 2017 12:24 pm
Posts: 4
I have now succesfully extracted the soundfiles from a bank file using an newer fsb aud extractor. The only problem remaining is that the file names are missing. 00000000_102.wav etc. Anybody got some ideas how to solve the last issue? :P


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