"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
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Post by RyuuzakiL5 on Feb 14, 2019 23:58:26 GMT 10
...this file. I'm trying to extract Deluxe (Classic Resident Evil 2) sound effects (the menu effects) but keep showing this message when I try wwiseutil: "There are no wems stored within this file" (\\re_dlc_000.pak\natives\x64\sectionroot\sound\wwise\music_dlc_classic.bnk) I had no problem extracting the song file (\\re_dlc_000.pak\natives\x64\streaming\sectionroot\sound\wwise\music_dlc_classic.pck.3.x64) neither the sound effects from remake (\\re_chunk_000.pak\natives\x64\sectionroot\sound\wwise\pl_base_se_all_media.bnk.2.x64), but for some reason I can't reach the soundeffects of the DLC. The reason I'm trying to mod it is because I love the classic soundtrack, but hate that awful menu soundeffect: "blop blop blwop" I don't understand how I was able to extract the remake menu sound effects and even the soundtrack (thanks to DJPop and ceanedrop tutorials) but had no success accessing the classic menu sound effects. Anybody knows another way to extract bnk files? Thank you.
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Posts: 176
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Post by archerpz on Feb 15, 2019 4:25:04 GMT 10
once you extract the dlc pak file, the wem files are stored in "natives\x64\streaming\sectionroot\sound\wwise\music_dlc_classic.pck.3.x64" the "natives\x64\sectionroot\sound\wwise" folder contains music_dlc_classic.bnk.2 which controls the bgm tracks (when they play, loop points, fade-in/out values etc) the "music_dlc_classic.pck.3.x64" file contains the offsets (so the game knows where each 'song' is located in the 'music_dlc_classic.pck.3.x64' file)
the only way i've found to edit bnk files is with a hex editor (re2's bnk files seem to be only for controlling the sounds, doesn't contain sounds)
back on topic; how can you not like the classic sound effects, what is wrong with... all joking aside, i'm afraid that the """dlc""" sound effects for the menus are part of the main game, if you invalidate your extracted music_dlc_classic.pck.3.x64 file (the one that's at least 70MB) you will no longer have music playing, but the title screen sfx and menu sounds will still work.
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Feb 16, 2019 12:14:59 GMT 10
once you extract the dlc pak file, the wem files are stored in "natives\x64\streaming\sectionroot\sound\wwise\music_dlc_classic.pck.3.x64" the "natives\x64\sectionroot\sound\wwise" folder contains music_dlc_classic.bnk.2 which controls the bgm tracks (when they play, loop points, fade-in/out values etc) the "music_dlc_classic.pck.3.x64" file contains the offsets (so the game knows where each 'song' is located in the 'music_dlc_classic.pck.3.x64' file) the only way i've found to edit bnk files is with a hex editor (re2's bnk files seem to be only for controlling the sounds, doesn't contain sounds) back on topic; how can you not like the classic sound effects, what is wrong with... all joking aside, i'm afraid that the """dlc""" sound effects for the menus are part of the main game, if you invalidate your extracted music_dlc_classic.pck.3.x64 file (the one that's at least 70MB) you will no longer have music playing, but the title screen sfx and menu sounds will still work. Well, I was also wondering how I could fix the loop point of the songs, now I know where to search hahaha. It's not that I hate that much, I'm only fed up with that, I liked the *click* sound of new RE Engine. I will try searching those sound effects, it's strange that I manege to find the file with almost all sounds, including the remake menu sounds, but nothing about the classic =/
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Posts: 176
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Post by archerpz on Feb 16, 2019 19:20:16 GMT 10
Well, I was also wondering how I could fix the loop point of the songs, now I know where to search hahaha. It's not that I hate that much, I'm only fed up with that, I liked the *click* sound of new RE Engine. I will try searching those sound effects, it's strange that I manege to find the file with almost all sounds, including the remake menu sounds, but nothing about the classic =/ my guess for where the sound effects are would be along side the sound effects for the main menu (the sound that plays when you click at the beginning) but I guess it's not there since you found most of the sounds on the loop points, I started writing the guide but I underestimated how much time it takes to take and add screenshots, and write up something that's not too complicated (that's the whole point of a guide after all haha) I'll try to get it done by tonight (12-14h from now) but I wouldn't be surprised if I don't make that deadline since something came up that's taking more of my time than I expected
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Feb 17, 2019 1:58:46 GMT 10
Well, I was also wondering how I could fix the loop point of the songs, now I know where to search hahaha. It's not that I hate that much, I'm only fed up with that, I liked the *click* sound of new RE Engine. I will try searching those sound effects, it's strange that I manege to find the file with almost all sounds, including the remake menu sounds, but nothing about the classic =/ my guess for where the sound effects are would be along side the sound effects for the main menu (the sound that plays when you click at the beginning) but I guess it's not there since you found most of the sounds on the loop points, I started writing the guide but I underestimated how much time it takes to take and add screenshots, and write up something that's not too complicated (that's the whole point of a guide after all haha) I'll try to get it done by tonight (12-14h from now) but I wouldn't be surprised if I don't make that deadline since something came up that's taking more of my time than I expected Are really SURE that the loop points are located at "music_dlc_classic.bnk.2.x64" right? You already started to change this file with hex editor, right?
Because the SFX, most of them are located here: "natives\x64\sectionroot\sound\wwise\pl_base_se_all_media.bnk.2.x64"
Did you see what is really strange? By that logical I was really sure that the DLC SFX was at "music_dlc_classic.bnk.2.x64" because of the location and the file extension (bnk), although the name still indicates "music" not "se".
The remake menu SFX and a lot of other SFX are at "pl_base_se_all_media.bnk.2.x64"
but now i'm going to extract one by one of all files that contains "se" in the name, for both folders: "natives\x64\sectionroot\sound\wwise\" and "natives\x64\streaming\sectionroot\sound\wwise\"
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Posts: 176
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Post by archerpz on Feb 17, 2019 2:39:36 GMT 10
yes, the loop points are in 'natives\x64\sectionroot\sound\wwise\music_dlc_classic.bnk.2.x64' and the actual music files are in 'natives\x64\streaming\sectionroot\sound\wwise\music_dlc_classic.pck.3.x64'
good luck with finding the menu sounds and other sfx
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Feb 17, 2019 3:40:26 GMT 10
I FUCKING FOUND IT!!!!! FUCK YEAAAAAAAAAAAHHHHHHHHHHHHHH!!!!!!!!!! The real menu SFX file is: "natives\x64\sectionroot\sound\wwise\ui_ingame_media.bnk.2.x64"
That includes the remake menu too.
Probably the pl_base_se_all_media.bnk.2.x64 file had some sheet of paper sounds (like when your reading a file and change the pages). I commit a mistake at the other posts.
Well, it's done, the menu soundeffects are all hosted at ui_ingame_media.bnk.2.x64 and I'll start changing the sounds and this new mod.
But since i'm using original game files I will need modmannager so I need to learn how to use it frist.
Thank you for the advise my friend!
EDIT: Well, I found the first problem. The classic SFX are in less number, that means we have one sound for more then one function in the game (the same classic sound for moving items at the inventory is the same for selecting items for example, and the same pause menu sound effect is the same for inventory).
That means I still can't use all the remake sounds without changing the "pointers". I mean, I need to do some hex editing like your doing with looping points.
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Posts: 176
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Post by archerpz on Feb 20, 2019 3:34:18 GMT 10
I've looked through the files and I think you might be able to get away with just editing 'ui_ingame.bnk.2.x64' if you look at the guide I posted, Mr X's theme has 4 places where the track is identified, the '669052692' values, 4 bytes long just for fun I replaced all 4 of those with the saveroom theme, '161992513', and it started playing instead of Mr X's theme I guess like, finding the track id for all the dlc/original sound effects are, and then finding the ones that the remake has, writing down ids that "match" like confirm/cancel sounds etc then replace the dlc ids with the remake ids
ids like '30961402' and '108297831' should be replaced with the remake counterparts
worth a shot, beats having to repack the audio itself and get it to work
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Feb 25, 2019 12:36:36 GMT 10
Thank you, I'll try that. I just need time to dedicate with it haha.
I'm thinking of using RE3 SFX too wich I love it (yeah, I know they similar with RE2, but they just make it better and less anoying, it's perfect.
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Mar 1, 2019 14:50:12 GMT 10
Something is not right. I'm trying to import 3 SFX from RE3 and even the wem files being smaller and in 48000hz, mono (like all the other sfx), when I start the game, those 3 SFX are mute. No sound at all!
But when I extract with wwiseutil and convert to ogg with Divinity Sound Converter, all SFX are working perfectly, including those 3 SFX that in game remain totally mute.
The bnk file has the same size and all other SFX are working. I'm using moddmanager for other mods, so I know that I'm installing the mod properly.
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Posts: 176
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Post by archerpz on Mar 1, 2019 15:10:51 GMT 10
Something is not right. I'm trying to import 3 SFX from RE3 and even the wem files being smaller and in 48000hz, mono (like all the other sfx), when I start the game, those 3 SFX are mute. No sound at all! But when I extract with wwiseutil and convert to ogg with Divinity Sound Converter, all SFX are working perfectly, including those 3 SFX that in game remain totally mute. The bnk file has the same size and all other SFX are working. I'm using moddmanager for other mods, so I know that I'm installing the mod properly. are the .wem files converted properly? (using Wwise) I have no idea how the thing actually works, but maybe you forgot to enable "streaming" for the tracks in Wwise the .wem files also don't have to be smaller, you can just replace them with wwiseutil-gui if you're replacing songs in a .pck file you will have to copy the .pck header to other .pck file found in the \sectionroot\ path (that small .pck file is basically the header of the other file, listing the tracks and where they're stored in the file etc) using wwiseutil-gui it should work fine to replace tracks rename the file to .bnk, open it, find the tracks you need to replace, replace them, then save the file with a different name (eg. modded.bnk) then use that .bnk file edit; it may or may not be important to rename the replacement files, to the files you are replacing, and by that I mean the long digit number so (random numbers example) you're replacing track 7.wem which is the id 12345678 with your RE3 .wem file that's named 12345678.wem
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"É a nova era, esta com medo? Está com MEDO, PETISTA SAFADA?!"
Posts: 54
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Post by RyuuzakiL5 on Mar 1, 2019 15:32:28 GMT 10
It worked!
I thought using the replace option would scramble all other audios because of the pointers.
I also marked the "is streaming" option in wwise.
Thanks. You saved me again. I will just ajust the volume and launch this mod, for those who prefere RE3/Outbreak menu sound.
By the way, the game uses a different "confirm" SFX for the menu (for unknown reasons). Fortunatly I found it in another file.
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