Problematic .bnk/.pck audio exploration
Apr 25, 2020 18:36:47 GMT 10
Scott Kennedy and C.O.G.S like this
Post by ReiKaz on Apr 25, 2020 18:36:47 GMT 10
After experience for RE2/RE3 atleast finding problem some stuff clears i bit. I can tell what step is wrong, almost sure - is .wem file structure - not playing.
This touches cutscenes dialogues/enviroment sounds and other not working sounds for characters/enemies.
.pck/.bnk looks like with ravioli scanner is possible to do correct repack . Checked with hex editor is looking good, not even need to change header.
Even .wem file i'm doing is absolutely same file as possible (to make game feel is same file). Doing carefully like transplant, editing existing sound, same sound track duration, same file size (in bits !) - is like donor. Those modded .wem's not playing.. other not modded .wems still working ok.
Possible problem:
Wwise Studios version making .wem files should be same as created for game. Game not liking other version .wem structure.
In those problematic .pck's/.bnk's, .wem files have additional info in header or somewhere in file. How to find it and how to identify when file header ends, not sure.
eg. for nemesis voice "em9000_v_effort.bnk.2.stm"
in .wem's header part is always same line, so far not helping understand where header ends
In some other cases is same line, but longer
Is part of generic wem or is needed for game..
This touches cutscenes dialogues/enviroment sounds and other not working sounds for characters/enemies.
.pck/.bnk looks like with ravioli scanner is possible to do correct repack . Checked with hex editor is looking good, not even need to change header.
Even .wem file i'm doing is absolutely same file as possible (to make game feel is same file). Doing carefully like transplant, editing existing sound, same sound track duration, same file size (in bits !) - is like donor. Those modded .wem's not playing.. other not modded .wems still working ok.
Possible problem:
Wwise Studios version making .wem files should be same as created for game. Game not liking other version .wem structure.
In those problematic .pck's/.bnk's, .wem files have additional info in header or somewhere in file. How to find it and how to identify when file header ends, not sure.
eg. for nemesis voice "em9000_v_effort.bnk.2.stm"
in .wem's header part is always same line, so far not helping understand where header ends
29 32 CC 40 43 0D 36 DC 80 43 0E 3A EC C0 43 0F 3E FC 00 44 10 42 0C 41 44 11 46 1C 81 44 12 4A 2C C1
In some other cases is same line, but longer
29 32 CC 40 43 0D 36 DC 80 43 0E 3A EC C0 43 0F 3E FC 00 44 10 42 0C 41 44 11 46 1C 81 44 12 4A 2C C1 C4 3B E2 8C 43 4E 39 E6 9C 83 4E 3A EA AC C3 4E 3B EE 84 13 18 88 90 99 40 A0 00 0A 0C 64 00 C0 01 42 82 14 00 50 58 60 E8 18 2E 02 02 72 09 19 05 06 85 63 C2 39 E9 B4 08 42 64 86 48 44 2C 06 89 09 D5 40 51 31 1D 00 2C 2E 30 E4 03 40 86 C6 46 DA C5 05 74 19 E0 82 2E EE 3A 10 42 10 82 10 C4 E2 00 0A 48 C0 C1 09 37 3C F1 86 27 DC E0 04 9D A2 52 07 01 00 00 C0 01 00 3C 00 00 24 1B 40 44 44 34 73 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 01 00 00 00 0D 00 7C 00 00 24 29 40 44 44 34 73 1C 1D 1E 1F 20 21 22 23 24 25 26 27 28 01 00 00 00 00 40 40 40 00 60 00 22 00 76
Is part of generic wem or is needed for game..