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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sat Jul 13, 2019 6:30 am 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
JantsoP wrote:
Durandal217 wrote:
Lyxi wrote:
Ah interesting, that's 29174 for me. Maybe different language localizations shift the tags around. Playing vortex_shield_loopstart_1P makes no sound for me, but vortex_shield_loopstart_3P does (perhaps because they've decided to play the 3P variant for the local player, instead of giving them a different sound.)


so now the question becomes why it is not playing. Is it possible because 1p loops may be 6 channel audio that it is not recognizing it? I haven't had the chance yet to dump the audio so i'm not sure if the tool is simply recording the playing audio or if it is saving the actual data.


I'm actually just now dumping the sounds myself. The problem is, none of them are playing anything. They are just mute .wav files. I confirmed this with Audacity.


Is this happening you try to play "diag_ap_aiNotify_challengerKilledKillLeader", "Music_Jump", or "diag_mp_bloodhound_bc_circleClosingFinal_1p"?


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sat Jul 13, 2019 7:53 am 

Joined: Sat Jul 13, 2019 6:16 am
Posts: 2
Lyxi wrote:
JantsoP wrote:
Durandal217 wrote:

so now the question becomes why it is not playing. Is it possible because 1p loops may be 6 channel audio that it is not recognizing it? I haven't had the chance yet to dump the audio so i'm not sure if the tool is simply recording the playing audio or if it is saving the actual data.


I'm actually just now dumping the sounds myself. The problem is, none of them are playing anything. They are just mute .wav files. I confirmed this with Audacity.


Is this happening you try to play "diag_ap_aiNotify_challengerKilledKillLeader", "Music_Jump", or "diag_mp_bloodhound_bc_circleClosingFinal_1p"?



Well now it's playing files which are diag_mp_*
Image
Going to update when I get these extracted and then I sill check if I can get weapons etc.

EDIT: Also, here is the full list of all events for English VO.
EDIT 2: For someone who wants to unpack just the VO files, get ready for loads of waiting. I started extraction around 9:35 am UTC+3 and now it's 2:56pm UTC+3 and I'm only at Lifeline ping sounds. And I still got three or so heroes left.


Attachments:
File comment: All EventID for English VO
eventid.txt [2.52 MiB]
Downloaded 41 times
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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sun Jul 14, 2019 8:57 am 

Joined: Sun Jul 14, 2019 8:56 am
Posts: 5
hi
im unable to use miletools, i cant' compile it, can someone share it ? or tell me how i can get this to work ?
same for MSD, i need a dll wich doesn't work as expected


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sun Jul 14, 2019 1:12 pm 

Joined: Sun Mar 03, 2019 4:17 am
Posts: 12
Kyr4l wrote:
hi
im unable to use miletools, i cant' compile it, can someone share it ? or tell me how i can get this to work ?
same for MSD, i need a dll wich doesn't work as expected


You can find precompiled versions in the releases tab on the github page: https://github.com/Lyxica/Miles-10-Soun ... r/releases. Pick the newest one and download the .exe. As for the .dlls, those should all be in the folder you installed Apex Legends to. The instructions say to put the MSD tool in that same directory for it to work properly, in case you missed that.

Edit: didn't realize you were talking about Milestools not compiling and not MSD. That is most likely because you do not have the required .NET libraries installed. You probably don't want to use it anyways though, since it doesn't split the audio files according to their actual names.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sun Jul 14, 2019 1:32 pm 

Joined: Sun Jul 14, 2019 8:56 am
Posts: 5
zuronaught wrote:
Kyr4l wrote:
hi
im unable to use miletools, i cant' compile it, can someone share it ? or tell me how i can get this to work ?
same for MSD, i need a dll wich doesn't work as expected


You can find precompiled versions in the releases tab on the github page: https://github.com/Lyxica/Miles-10-Soun ... r/releases. Pick the newest one and download the .exe. As for the .dlls, those should all be in the folder you installed Apex Legends to. The instructions say to put the MSD tool in that same directory for it to work properly, in case you missed that.

Edit: didn't realize you were talking about Milestools not compiling and not MSD. That is most likely because you do not have the required .NET libraries installed. You probably don't want to use it anyways though, since it doesn't split the audio files according to their actual names.


ah yes i didn't saw that, i used titanfall 2's binkawin and mileswin DLLs, that's why it didn't worked thanks


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Sun Jul 14, 2019 8:38 pm 

Joined: Sun Apr 10, 2016 3:54 pm
Posts: 30
I'm hoping progress on this continues most of the first person sounds do not play at all, even better if a solution is devised to extract the audio straight from the source. I'm thrilled that something has come through, but a lot of the audio i'm after still isn't playable.

I'm trying to compile the recent changes for MSD however when trying to build the solution I keep getting link 1104 could not open mileswin64.lib does anyone know where I find mileswin64.lib? I have searched the git and the apex directory and can't find it.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 12:12 am 

Joined: Sun Mar 03, 2019 4:17 am
Posts: 12
Durandal217 wrote:
I'm hoping progress on this continues most of the first person sounds do not play at all, even better if a solution is devised to extract the audio straight from the source. I'm thrilled that something has come through, but a lot of the audio i'm after still isn't playable.

Direct conversion would be cool, but this is a great start.

Durandal217 wrote:
I'm trying to compile the recent changes for MSD however when trying to build the solution I keep getting link 1104 could not open mileswin64.lib does anyone know where I find mileswin64.lib? I have searched the git and the apex directory and can't find it.


.lib files tell the program how to use the .dll files. @Lyxi excluded .lib files in the .gitignore, which is why they aren't on github. Did you do this on purpose Lyxi? You can recreate them yourself, but I spent the time doing it already, so you can download the two .lib files from this fork: https://github.com/zuronaught/Miles-10- ... master/MSD. Make sure to put them in the MSD folder along with copies of the .dll files.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 2:04 am 

Joined: Sat Feb 16, 2019 10:29 pm
Posts: 26
Lyxi wrote:
Greetings, I've now finished the first beta version of my miles 10 sound dumper. I think I have most bugs ironed out, but obviously please let me know if something is broken.

A bit late to the party but congrats on the release! I've archived MilesTools and will look into making a GUI for MSD in the next few days.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 12:08 pm 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
xyx0826 wrote:
Lyxi wrote:
Greetings, I've now finished the first beta version of my miles 10 sound dumper. I think I have most bugs ironed out, but obviously please let me know if something is broken.

A bit late to the party but congrats on the release! I've archived MilesTools and will look into making a GUI for MSD in the next few days.

Thanks!! That would be cool.

Also I've just released a v1.0-beta3, new things:
* Add flag for specifying a subfolder to place recorded events into
* Add flag to mute sound while recording
* Add flag to modify noise floor of silence detection
* Add better command line parameter handling
* Raise floor level of silence detection
* Change 3s starting grace window to 750ms

type MSD /h to get a list of options and description of their purpose. In this release I've raised the sound floor on what is considered noise. I noticed some sound files were being recorded even after more than 250ms of silence. This should fix that and speed up event dumping a decent bit.

zuronaught wrote:
.lib files tell the program how to use the .dll files. @Lyxi excluded .lib files in the .gitignore, which is why they aren't on github. Did you do this on purpose Lyxi? You can recreate them yourself, but I spent the time doing it already, so you can download the two .lib files from this fork: https://github.com/zuronaught/Miles-10- ... master/MSD. Make sure to put them in the MSD folder along with copies of the .dll files.


I've added the lib files to the repository, thanks.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 3:00 pm 

Joined: Mon Jul 15, 2019 2:49 pm
Posts: 3
Lyxi wrote:
Greetings, I've now finished the first beta version of my miles 10 sound dumper. I think I have most bugs ironed out, but obviously please let me know if something is broken.

This is great! thank you!
As for things which are broken, could just be me but I found that none of the "mainmenu_music" or "music_lobby" sounds play.

Also, do you plan to add Titanfall 2 support at some point? or am I just an idiot and not doing it right? :V


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 10:23 pm 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
tetTris wrote:
Lyxi wrote:
Greetings, I've now finished the first beta version of my miles 10 sound dumper. I think I have most bugs ironed out, but obviously please let me know if something is broken.

This is great! thank you!
As for things which are broken, could just be me but I found that none of the "mainmenu_music" or "music_lobby" sounds play.

Also, do you plan to add Titanfall 2 support at some point? or am I just an idiot and not doing it right? :V

So I've started looking into the sound files and I realized some volume knobs are still at 0. I'm fixing them now and and looking for more sounds that dont play.

As for TF2, it should be supported out of the box tbh. as long as you pair it with that games version of the mileswin64 and binkawin files.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 10:48 pm 

Joined: Sun Mar 03, 2019 4:17 am
Posts: 12
Lyxi wrote:
Also I've just released a v1.0-beta3, new things:
* Add flag for specifying a subfolder to place recorded events into
* Add flag to mute sound while recording
* Add flag to modify noise floor of silence detection
* Add better command line parameter handling
* Raise floor level of silence detection
* Change 3s starting grace window to 750ms


This is great. Any idea when you'll share how you figured everything out?

I know some people wanted the soundtracks, so music starts at 22044 if you haven't found it yet.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 11:27 pm 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
Just released v1.0-beta4:
* Add event ID to saved file names
* Fix volume on Sfx sounds
* Fix volume on lobby sounds/music
* Fix ESC not stopping a recording when --noise=0 is set

This release adds a lot more playable sounds. Lobby music that wasn't working before should be working now. Music like "Music_Sample_Event1", and sfx sounds like "buddy_crouch_deepwater" will play now as well. If you find any events that do not play, please post the name so I can take a look.


Last edited by Lyxi on Mon Jul 15, 2019 11:29 pm, edited 1 time in total.

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 Post subject: Re: Apex Legends .MSTR
PostPosted: Mon Jul 15, 2019 11:28 pm 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
zuronaught wrote:
Lyxi wrote:
This is great. Any idea when you'll share how you figured everything out?

I know some people wanted the soundtracks, so music starts at 22044 if you haven't found it yet.


It'll be a bit, haven't started writing yet.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 1:20 am 

Joined: Sun Mar 03, 2019 4:17 am
Posts: 12
Lyxi wrote:
If you find any events that do not play, please post the name so I can take a look.


I found one odd event. It has playable audio, but gives an extra message. Event 21376 (mainmenu_music_Event1):
Code:
Play Event ID: Message received: Voice started by event "mainmenu_music_Event1" couldn't find a usable routing matrix for the sound "R5_Suite3_BeastHunter_MainTheme_v79_MAST" on route 0

https://i.ibb.co/YNp4ZMx/Screenshot-129.png


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 1:39 am 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
As far as I know those are errors in the miles data itself that do not impact the event audio (eg intended for when the sound bank is attached to miles tools, or left over entries).


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 1:52 am 

Joined: Sun Mar 03, 2019 4:17 am
Posts: 12
Lyxi wrote:
As far as I know those are errors in the miles data itself that do not impact the event audio (eg intended for when the sound bank is attached to miles tools, or left over entries).

I assumed it was something wrong with the project, but I wasn't sure. It's weird that it plays an event with a completely different name.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 3:18 am 

Joined: Mon Jul 15, 2019 2:49 pm
Posts: 3
Lyxi wrote:
As for TF2, it should be supported out of the box tbh. as long as you pair it with that games version of the mileswin64 and binkawin files.

So, I did a bit more trial an error with this and found just about everything coming up with the exact same error:
"The procedure entry point MilesQueueVolume could not be located in the dynamic link library"
Placing MSD.exe in the main directory will cause it to complain about missing .dlls because, unlike Apex, TF2's .dlls are in a sub-folder (bin/x64_retail/) placing MSD into this folder or moving the required .dlls into the main directory (like Apex's) gives the previously mentioned error.


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 3:23 am 

Joined: Mon Jun 24, 2019 11:10 pm
Posts: 22
tetTris wrote:
Lyxi wrote:
As for TF2, it should be supported out of the box tbh. as long as you pair it with that games version of the mileswin64 and binkawin files.

So, I did a bit more trial an error with this and found just about everything coming up with the exact same error:
"The procedure entry point MilesQueueVolume could not be located in the dynamic link library"
Placing MSD.exe in the main directory will cause it to complain about missing .dlls because, unlike Apex, TF2's .dlls are in a sub-folder (bin/x64_retail/) placing MSD into this folder or moving the required .dlls into the main directory (like Apex's) gives the previously mentioned error.

can you send me the miles dll


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 Post subject: Re: Apex Legends .MSTR
PostPosted: Tue Jul 16, 2019 4:50 am 

Joined: Mon Jul 15, 2019 2:49 pm
Posts: 3
Lyxi wrote:
can you send me the miles dll

Righteo, i'v put the file in the attachments.


Attachments:
TF2dlls.zip [236.35 KiB]
Downloaded 26 times
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