ZenHAX

Free Game Research Forum | Official QuickBMS support | twitter @zenhax | SSL HTTPS://zenhax.com
It is currently Sat Apr 29, 2017 5:23 pm

All times are UTC




Post new topic  Reply to topic  [ 24 posts ]  Go to page 1 2 Next
Author Message
 Post subject: idTech 5 Audio
PostPosted: Tue Apr 07, 2015 2:59 am 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Decided to collect all the scripts and information for idTech 5 audio in one topic (like on xentax). So, here we go:

The Evil Within - uses headerless msadpcm. Follow the script instructions to get playable wav adpcm files (.streamed and .tangoresource can be unpacked with aluigi's script).

Code:
# The Evil Within adpcm script (PC)
# Put .bsnd (extracted from .tangoresource) and .msadpcm (extracted from .streamed) files in the same dir and use .bsnd as input
# Written by spider91
# script for QuickBMS http://quickbms.aluigi.org
idstring "bsnf"
get BSND_NAME FILENAME
get WAV_NAME BASENAME
string WAV_NAME -= "_msadpcm"
string WAV_NAME += ".msadpcm"
open FDSE BSND_NAME 0
open FDSE WAV_NAME 1
get RIFFSIZE ASIZE 1
math RIFFSIZE += 70
set FMTSIZE long 50
get DATA_SIZE ASIZE 1
Goto -50 0
get CODEC_ID short
get CHANNELS short
get FREQUENCY long
get BPS long
get ALIGN short
get UNKNOWN1 long
get UNKNOWN2 long
get UNKNOWN3 long
get UNKNOWN4 long
get UNKNOWN5 long
get UNKNOWN6 long
get UNKNOWN7 long
get UNKNOWN8 long
get UNKNOWN9 long
putVarChr MEMORY_FILE 78 0
log MEMORY_FILE 0 0
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
putVarChr MEMORY_FILE 4 RIFFSIZE long
putVarChr MEMORY_FILE 16 FMTSIZE long
putVarChr MEMORY_FILE 20 CODEC_ID short
putVarChr MEMORY_FILE 22 CHANNELS short
putVarChr MEMORY_FILE 24 FREQUENCY long
putVarChr MEMORY_FILE 28 BPS long
putVarChr MEMORY_FILE 32 ALIGN short
putVarChr MEMORY_FILE 34 UNKNOWN1 long
putVarChr MEMORY_FILE 38 UNKNOWN2 long
putVarChr MEMORY_FILE 42 UNKNOWN3 long
putVarChr MEMORY_FILE 46 UNKNOWN4 long
putVarChr MEMORY_FILE 50 UNKNOWN5 long
putVarChr MEMORY_FILE 54 UNKNOWN6 long
putVarChr MEMORY_FILE 58 UNKNOWN7 long
putVarChr MEMORY_FILE 62 UNKNOWN8 long
putVarChr MEMORY_FILE 66 UNKNOWN9 long
putVarChr MEMORY_FILE 74 DATA_SIZE long
append
log MEMORY_FILE 0 DATA_SIZE 1
get NAME BASENAME
string NAME -= "_msadpcm"
string NAME += ".wav"
set FULLSIZE long RIFFSIZE
math FULLSIZE += 8
log NAME 0 FULLSIZE MEMORY_FILE


Wolfenstein: New Order - uses ogg vorbis with headers. Flenames are splitted in *.index files, so to get sound files with names just put quickbms.exe, wtno_snd.txt (the script below) and the batch files with this line

Code:
for %%i in (*.index) do quickbms -Y wtno_snd.txt %%i unpacked_sounds


into Wolfenstein.The.New.Order\base directory and run batch file. If you want to extract main sounds or specific language voices just remove # before open commad with respective sound archieve and add it to other lines at the beginning of the script.

Code:
#open FDSE streamed.resources 1 MAIN_SOUND
open FDSE english.streamed 2 ENG_SOUND
#open FDSE french.streamed 3 FRA_SOUND
#open FDSE italian.streamed 4 ITA_SOUND
#open FDSE spanish.streamed 5 SPA_SOUND

endian big
goto 0x24
get files long
get unk long
math TMP = files
math TMP - 1
for i = 0 < files
endian little
get FNsize1 long
getdstring FN1 FNsize1
get FNsize2 long
getdstring FN2 FNsize2
get namesize long
getdstring name namesize
endian big
get offset long
get size long
get zsize long
get unksize long
string FN2 -= ".wav"
string FN2 += ".ogg"

if unksize = 1
   savepos pos
   math pos += 0x10
   goto pos
   get offset long
   get size long
   if MAIN_SOUND = 1
      log FN2 offset size 1
   endif
elif unksize = 4
   savepos pos
   math pos += 0x10
   goto pos
   get offset long
   get size long
   if ENG_SOUND = 1
      log FN2 offset size 2
   endif

   savepos pos
   math pos += 0x10
   goto pos
   get offset long
   get size long
   if FRA_SOUND = 1
      log FN2 offset size 3
   endif

   savepos pos
   math pos += 0x10
   goto pos
   get offset long
   get size long
   if ITA_SOUND = 1
      log FN2 offset size 4
   endif

   savepos pos
   math pos += 0x10
   goto pos
   get offset long
   get size long
   if SPA_SOUND = 1
      log FN2 offset size 5
   endif
   

else
   math unksize *= 0x18
   getdstring unkdata unksize
endif

savepos pos
math pos += 0x5
goto pos

if i != TMP
get filenumber long
endif
next i


Rage - uses headerless wav adpcm. Filenames are stored into gameresources.resources. To unpack headerless .msadpcm files use sript below. You can choose betwen main sounds and specific language voices at the beginning of the script (just like in Wolfenstein TNO).

Code:
#open FDSE streamed.resources 1 MAIN_SOUND
open FDSE english.streamed 2 ENG_SOUND
#open FDSE french.streamed 3 FRA_SOUND
#open FDSE italian.streamed 4 ITA_SOUND
#open FDSE german.streamed 5 GER_SOUND
#open FDSE spanish.streamed 6 SPA_SOUND
#open FDSE russian.streamed 7 RUS_SOUND
#open FDSE japanese.streamed 8 JAP_SOUND

endian big

get DUMMY long
get FOFFSET long
goto FOFFSET
get FILES long

for i = 0 < FILES

  endian little

  get FILENUM long
  get STRLEN long
  getdstring BLOCKNAME STRLEN
  get STRLEN long
  getdstring VALUE1 STRLEN
  get STRLEN long
  getdstring VALUE2 STRLEN

  endian big

  get OFFSET long
  get SIZE long
  get ZSIZE long
  get EXTRA long

  string VALUE1 -= ".wav"
  string VALUE1 += ".msadpcm"

  if EXTRA = 1

     savePOS POS
     math POS += 0x10
     goto POS
     get OFFSET long
     get SIZE long
     if MAIN_SOUND = 1
        log VALUE1 OFFSET SIZE 1
     endif

  elif EXTRA = 7

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if ENG_SOUND = 1
        log VALUE1 OFFSET SIZE 2
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if FRA_SOUND = 1
        log VALUE1 OFFSET SIZE 3
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if ITA_SOUND = 1
        log VALUE1 OFFSET SIZE 4
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if GER_SOUND = 1
        log VALUE1 OFFSET SIZE 5
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if SPA_SOUND = 1
        log VALUE1 OFFSET SIZE 6
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if RUS_SOUND = 1
        log VALUE1 OFFSET SIZE 7
     endif

     savePOS POS
     math POS += 0x10
     goto POS
     get offset long
     get SIZE long
     if JAP_SOUND = 1
        log VALUE1 OFFSET SIZE 8
     endif

  else
     math EXTRA *= 0x18
     getdstring EXTRADATA EXTRA
  endif

  savePOS POS
  math POS += 0x14
  goto POS

next i

get SIZE asize
savePOS POS

if POS != SIZE
  print "!! other footer data here !!"
endif

print "Completed!!"


To get playable wav adpcm (restore headers) put .idmsa (you can unpack them from gameresources.resources with this script) and .msadpcm files with the same name in same directory and use this script (same thing with main sounds and language voices at the beginning of the script).

Code:
#set SHIFT 0x52 # main sounds
set SHIFT 0xE2 # english sounds
#set SHIFT 0x145 # french sounds
#set SHIFT 0x1A8 # italian sounds
#set SHIFT 0x20B # german sounds
#set SHIFT 0x26E # spanish sounds
#set SHIFT 0x2D1 # russian sounds
#set SHIFT 0x334 # japanese sounds
open FDDE idmsa 0
open FDDE msadpcm 1
idstring "mzrt"
get RIFFSIZE ASIZE 1
math RIFFSIZE += 70
set FMTSIZE long 50
get DATA_SIZE ASIZE 1
Goto SHIFT 0
get CODEC_ID short
get CHANNELS short
get FREQUENCY long
get BPS long
get ALIGN short
get UNKNOWN1 long
get UNKNOWN2 long
get UNKNOWN3 long
get UNKNOWN4 long
get UNKNOWN5 long
get UNKNOWN6 long
get UNKNOWN7 long
get UNKNOWN8 long
get UNKNOWN9 long
putVarChr MEMORY_FILE 78 0
log MEMORY_FILE 0 0
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
putVarChr MEMORY_FILE 4 RIFFSIZE long
putVarChr MEMORY_FILE 16 FMTSIZE long
putVarChr MEMORY_FILE 20 CODEC_ID short
putVarChr MEMORY_FILE 22 CHANNELS short
putVarChr MEMORY_FILE 24 FREQUENCY long
putVarChr MEMORY_FILE 28 BPS long
putVarChr MEMORY_FILE 32 ALIGN short
putVarChr MEMORY_FILE 34 UNKNOWN1 long
putVarChr MEMORY_FILE 38 UNKNOWN2 long
putVarChr MEMORY_FILE 42 UNKNOWN3 long
putVarChr MEMORY_FILE 46 UNKNOWN4 long
putVarChr MEMORY_FILE 50 UNKNOWN5 long
putVarChr MEMORY_FILE 54 UNKNOWN6 long
putVarChr MEMORY_FILE 58 UNKNOWN7 long
putVarChr MEMORY_FILE 62 UNKNOWN8 long
putVarChr MEMORY_FILE 66 UNKNOWN9 long
putVarChr MEMORY_FILE 74 DATA_SIZE long
append
log MEMORY_FILE 0 DATA_SIZE 1
append
get NAME BASENAME
string NAME += ".wav"
set FULLSIZE long RIFFSIZE
math FULLSIZE += 8
log NAME 0 FULLSIZE MEMORY_FILE


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Wed Apr 08, 2015 10:52 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Update!

Added script to unpack sounds from RAGE.


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 12:35 pm 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
Hello.
I'm have unpacked MSADPCM sound files and IDMSA files and.. i don't understand what to do next. From RAGE game.
Please, help me. Thanks!


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 3:24 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Quote:
To get playable wav adpcm (restore headers) put .idmsa (you can unpack them from gameresources.resources with this script) and .msadpcm files with the same name in same directory and use this script (same thing with main sounds and language voices at the beginning of the script).


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 3:38 pm 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
spider91 wrote:
Quote:
To get playable wav adpcm (restore headers) put .idmsa (you can unpack them from gameresources.resources with this script) and .msadpcm files with the same name in same directory and use this script (same thing with main sounds and language voices at the beginning of the script).

It doesn't work for me.
What I did:
1) Put IDMSA and MSADPCM files (bowed_painful_metals_s1_01) in one directory, move quickbms.exe and quickbms_4gb_files.exe;
2) Create BMS script with this code:
Code:
set SHIFT 0x52 # main sounds
set SHIFT 0xE2 # english sounds
set SHIFT 0x145 # french sounds
set SHIFT 0x1A8 # italian sounds
set SHIFT 0x20B # german sounds
set SHIFT 0x26E # spanish sounds
set SHIFT 0x2D1 # russian sounds
set SHIFT 0x334 # japanese sounds
open FDDE idmsa 0
open FDDE msadpcm 1
idstring "mzrt"
get RIFFSIZE ASIZE 1
math RIFFSIZE += 70
set FMTSIZE long 50
get DATA_SIZE ASIZE 1
Goto SHIFT 0
get CODEC_ID short
get CHANNELS short
get FREQUENCY long
get BPS long
get ALIGN short
get UNKNOWN1 long
get UNKNOWN2 long
get UNKNOWN3 long
get UNKNOWN4 long
get UNKNOWN5 long
get UNKNOWN6 long
get UNKNOWN7 long
get UNKNOWN8 long
get UNKNOWN9 long
putVarChr MEMORY_FILE 78 0
log MEMORY_FILE 0 0
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
putVarChr MEMORY_FILE 4 RIFFSIZE long
putVarChr MEMORY_FILE 16 FMTSIZE long
putVarChr MEMORY_FILE 20 CODEC_ID short
putVarChr MEMORY_FILE 22 CHANNELS short
putVarChr MEMORY_FILE 24 FREQUENCY long
putVarChr MEMORY_FILE 28 BPS long
putVarChr MEMORY_FILE 32 ALIGN short
putVarChr MEMORY_FILE 34 UNKNOWN1 long
putVarChr MEMORY_FILE 38 UNKNOWN2 long
putVarChr MEMORY_FILE 42 UNKNOWN3 long
putVarChr MEMORY_FILE 46 UNKNOWN4 long
putVarChr MEMORY_FILE 50 UNKNOWN5 long
putVarChr MEMORY_FILE 54 UNKNOWN6 long
putVarChr MEMORY_FILE 58 UNKNOWN7 long
putVarChr MEMORY_FILE 62 UNKNOWN8 long
putVarChr MEMORY_FILE 66 UNKNOWN9 long
putVarChr MEMORY_FILE 74 DATA_SIZE long
append
log MEMORY_FILE 0 DATA_SIZE 1
append
get NAME BASENAME
string NAME += ".wav"
set FULLSIZE long RIFFSIZE
math FULLSIZE += 8
log NAME 0 FULLSIZE MEMORY_FILE
;
3) Run quickbms.exe, select created script, select bowed_painful_metals_s1_01.msadpcm, select output directory and see:
Code:
Last script line before the error or that produced the error:
17 get CODEC_IC short

Please, help, how i can fix it bug.
My directory: C:\Rage


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 6:01 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
First of all you don't need to set all languages at the beginning of the script. If it still doesn't work upload your files. Also what is a game you are trying to decode?


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 6:43 pm 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
spider91 wrote:
First of all you don't need to set all languages at the beginning of the script. If it still doesn't work upload your files. Also what is a game you are trying to decode?

Rage, released on 2011 year.
Sorry for big size, alll sounds need for me, seriously.
I don't know, what the hell happened.
Link for several sounds (for test) hosted on Yandex Disk: https://yadi.sk/d/Div1C8O9mkSFt
Link for all sounds (IDMSA and MSADPCM files) hosted on Yandex Disk: https://yadi.sk/d/NGKSg4jNmkSZx

If you will be able to translate at least a couple in a normal form, then you have to convert to WAV without any problem, share your detailed recipe, please.
UPD: Now, i changed my code:
Code:
set SHIFT 0x52 # main sounds
set # SHIFT 0xE2 # english sounds
set # SHIFT 0x145 # french sounds
set # SHIFT 0x1A8 # italian sounds
set # SHIFT 0x20B # german sounds
set # SHIFT 0x26E # spanish sounds
set # SHIFT 0x2D1 # russian sounds
set # SHIFT 0x334 # japanese sounds
open FDDE idmsa 0
open FDDE msadpcm 1
idstring "mzrt"
get RIFFSIZE ASIZE 1
math RIFFSIZE += 70
set FMTSIZE long 50
get DATA_SIZE ASIZE 1
Goto SHIFT 0
get CODEC_ID short
get CHANNELS short
get FREQUENCY long
get BPS long
get ALIGN short
get UNKNOWN1 long
get UNKNOWN2 long
get UNKNOWN3 long
get UNKNOWN4 long
get UNKNOWN5 long
get UNKNOWN6 long
get UNKNOWN7 long
get UNKNOWN8 long
get UNKNOWN9 long
putVarChr MEMORY_FILE 78 0
log MEMORY_FILE 0 0
set MEMORY_FILE binary "\x52\x49\x46\x46\x00\x00\x00\x00\x57\x41\x56\x45\x66\x6d\x74\x20\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x64\x61\x74\x61\x00\x00\x00\x00"
putVarChr MEMORY_FILE 4 RIFFSIZE long
putVarChr MEMORY_FILE 16 FMTSIZE long
putVarChr MEMORY_FILE 20 CODEC_ID short
putVarChr MEMORY_FILE 22 CHANNELS short
putVarChr MEMORY_FILE 24 FREQUENCY long
putVarChr MEMORY_FILE 28 BPS long
putVarChr MEMORY_FILE 32 ALIGN short
putVarChr MEMORY_FILE 34 UNKNOWN1 long
putVarChr MEMORY_FILE 38 UNKNOWN2 long
putVarChr MEMORY_FILE 42 UNKNOWN3 long
putVarChr MEMORY_FILE 46 UNKNOWN4 long
putVarChr MEMORY_FILE 50 UNKNOWN5 long
putVarChr MEMORY_FILE 54 UNKNOWN6 long
putVarChr MEMORY_FILE 58 UNKNOWN7 long
putVarChr MEMORY_FILE 62 UNKNOWN8 long
putVarChr MEMORY_FILE 66 UNKNOWN9 long
putVarChr MEMORY_FILE 74 DATA_SIZE long
append
log MEMORY_FILE 0 DATA_SIZE 1
append
get NAME BASENAME
string NAME += ".wav"
set FULLSIZE long RIFFSIZE
math FULLSIZE += 8
log NAME 0 FULLSIZE MEMORY_FILE

And chose IDMSA And MSADPCM files, program immediately breaks down.


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Jan 08, 2016 11:51 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Quote:
set SHIFT 0x52 # main sounds
set # SHIFT 0xE2 # english sounds
set # SHIFT 0x145 # french sounds
set # SHIFT 0x1A8 # italian sounds
set # SHIFT 0x20B # german sounds
set # SHIFT 0x26E # spanish sounds
set # SHIFT 0x2D1 # russian sounds
set # SHIFT 0x334 # japanese sounds

Not like this, like in posted script
Code:
set SHIFT 0x52 # main sounds
#set SHIFT 0xE2 # english sounds
#set SHIFT 0x145 # french sounds
#set SHIFT 0x1A8 # italian sounds
#set SHIFT 0x20B # german sounds
#set SHIFT 0x26E # spanish sounds
#set SHIFT 0x2D1 # russian sounds
#set SHIFT 0x334 # japanese sounds


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Sat Jan 09, 2016 4:41 pm 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
Now... all work!
Thank you very much for fix :)
All successful converting to WAV format and played.


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Fri Feb 26, 2016 11:53 pm 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 46
Hey spider91, have you attempted to check out the audio files on any games running on 'id Tech 6' yet? The newest Doom runs on id Tech 6, and as far as I can see, it just uses a .bnk archive for the audio. I've uploaded the .bnk file here (300mb) and if you got the time, then you can check it out, as it should only contain some .ogg files probably: https://www.dropbox.com/s/ykxyzrv65hjjuvi/sfx.rar?dl=0 (I had to .rar the .bnk because dropbox didn't like the .bnk file).

Cheers


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Sat Feb 27, 2016 5:17 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Thats wwise bnk. You can use Alpha's script to extract files. And attached tool to convert them to wav.


Attachments:
wwise_ima_adpcm.rar [5.44 KiB]
Downloaded 173 times
Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Mon Feb 29, 2016 7:24 pm 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 46
Did you use that script on the file, and did it work? because it didn't work for me. It gave me this error: "requested script "func_getTYPE.bms" not found at line 5"

So, yeah that doesn't seem to work =/


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Mon Feb 29, 2016 9:09 pm 

Joined: Tue Sep 30, 2014 5:59 pm
Posts: 43
PlanK69 wrote:
Did you use that script on the file, and did it work? because it didn't work for me. It gave me this error: "requested script "func_getTYPE.bms" not found at line 5"

So, yeah that doesn't seem to work =/


Here are just a place next to the script, he was picked up automatically


Attachments:
func_getTYPE.zip [3.39 KiB]
Downloaded 94 times
Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Tue Mar 01, 2016 7:16 am 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 46
ponaromixxx wrote:
Here are just a place next to the script, he was picked up automatically


Ah yes, that worked. Thanks :)

But now the problem is, that the wwise converter that you provided doesn't want to convert the files. When I drag one of the files ontop of the .exe, nothing happens. Is there some specific cmd line command that I should use it with in order to convert the files?


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Tue Mar 01, 2016 12:16 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
It's not just drag&drop.

Usage: wwise_ima_adpcm -d/-e <infile> <outfile>
For multiple files: wwise_ima_adpcm -d_all/-e_all


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Tue Mar 01, 2016 4:03 pm 

Joined: Thu Sep 10, 2015 10:17 pm
Posts: 46
I'm doing a cd to the directory where the wwise exe is located, then I put in "wwise_ima_adpcm -d_all/-e_all" then I get the error "[ERROR] Must specify either -d to decode, or -e to encode."

And when I try "wwise_ima_adpcm -d/-e "381981226 (sfx).lwav" then it still doesn't work.

Any advice?


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Wed Mar 02, 2016 1:00 am 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Code:
wwise_ima_adpcm -d "381981226 (sfx).lwav" "381981226 (sfx).wav"


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Sun Mar 20, 2016 1:54 pm 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
Hello. It's me, again :)
How to convert idwav audio files to wav or ogg ?
This in game DOOM 3 : BFG Edition. I'm successfully unpack resource file.
What's next ?
"RAGE game" method doesn't work.
P.S. Sorry for my possibly bad english. I'm russian man :)


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Sun Mar 20, 2016 8:32 pm 

Joined: Sun Aug 24, 2014 5:26 pm
Posts: 190
Вот тут я выкладывал скрипт для дума

http://forum.xentax.com/viewtopic.php?p=116319#p116319


Top
   
 Post subject: Re: idTech 5 Audio
PostPosted: Mon Mar 21, 2016 1:33 am 

Joined: Fri Jan 08, 2016 12:33 pm
Posts: 8
Spider91, секунду. Если тупо создать BMS скрипт только с вашим кодом (который по ссылке), выбрать любой idwav файл от D3BFG, выбрать место сохранения результата - происходит ошибка:
Code:
Can't read 4 bytes from offset


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 24 posts ]  Go to page 1 2 Next

All times are UTC


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Limited