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PostPosted: Tue Jul 18, 2017 1:52 am 
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Joined: Tue Jul 18, 2017 1:23 am
Posts: 3
Hello,

I need help converting the engine sounds to something audible. The game reffers to the files as "WaveFile".
In other games by Criterion Games (NFSHP and MW2012) I can use EALayer3 (version 0.6.3) to convert the sounds, in Burnout Paradise it works in music files (.SNS), but seems it doesn't work on the engine sound files.
There are also some GinsuFiles, but I don't know if it's important.

If it's possible to hear the files, is there a way to encrypt it again? (modding purpose)

Example files:
https://mega.nz/#!M8YzwKDI!cuWt7PRg17Nh ... cm0h09dNoE


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PostPosted: Tue Jul 18, 2017 3:11 pm 

Joined: Thu Jul 02, 2015 10:43 pm
Posts: 61
these files you provide use nfs carbon abk codec but with a small modification it seems, id-daemon wrote a decoder for it but not an encoder. I can't extract your files using his decoder. can you provide gin files? you can modify those


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PostPosted: Tue Jul 18, 2017 4:48 pm 
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Joined: Tue Jul 18, 2017 1:23 am
Posts: 3
V12-POWER wrote:
these files you provide use nfs carbon abk codec but with a small modification it seems, id-daemon wrote a decoder for it but not an encoder. I can't extract your files using his decoder. can you provide gin files? you can modify those


Hi,
Thanks for the info I'm taking a look at this tool
Here is the gin files, I found some references to them as 64k, may it's related to the frequency.

https://mega.nz/#!phhU2Q7Z!jXfJcehZvEm5 ... ohYSs1Bpgc

EDIT: I managed to listen to the ginsufiles using the NFS_gin_decode.exe, I just needed to remove the first line of the file. Thank you. The other file I can't convert.

_________________
Burnout Paradise: Tutorial - Vehicle conversion
Burnout Paradise: DGI Vehicle Pack


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PostPosted: Mon Sep 04, 2017 1:20 am 
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Joined: Tue Jul 18, 2017 1:23 am
Posts: 3
Hello,
I have been taking a look at the audio formats used in the game Burnout Paradise (PC). It seems there are four audio formats used in the game: SNS, SNR, GIN, ABK. I need help decoding the SNR and ABK files. I added two sample files of each one of these formats.
Above I wrote the results of my research about the audio formats.

SNS
Those files can be decoded and encoded with EALayer3 (version 0.6.3).

GIN
It’s possible to decode the Burnout Paradise ginsufiles using the tool NFS_gin_decode.exe (by id-daemon). I tried to encode them back using the tool gin_encode.exe (by id-daemon), but I didn’t notice any difference in the game. However, I think it works since the game didn’t crash.

SNR
The Burnout Paradise seems to use some variant of the SNR files used in The Sims 3 and Need for Speed Carbon. I have read that the first byte in SNR files is related to codec version. The 0x00 byte in The Sims 3 and NFS Carbon is 04 and in Burnout Paradise it’s 05 (in some files from Xbox 360 it is 03).
The 04 codec version can be decoded using ffmpeg.exe (or listened in ffplay), but the 05 and 03 versions are unhandled in this tool.

ABK
The ABK files used in the game are similar to the ones used in Need for Speed Carbon and Pro Street (maybe Undercover too). However, the Burnout files can’t be decoded using NFS_carbon_abk_decode.exe (by id-daemon), it’s probably because of the 05 codec format used in the audio files.


Attachments:
ABK.rar [475.84 KiB]
Downloaded 10 times
SNR.rar [102.77 KiB]
Downloaded 10 times

_________________
Burnout Paradise: Tutorial - Vehicle conversion
Burnout Paradise: DGI Vehicle Pack
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