Resident Evil 5 FWSE / SPC Tool
Oct 27, 2020 23:57:06 GMT 10
Mister T, JTeghius Kittius, and 15 more like this
Post by Wesky on Oct 27, 2020 23:57:06 GMT 10
Hey!
It's been a long time we've been waiting for a tool like this one and now we finally have it.
Disclaimer:
Do not reupload this tool anywhere else without my permission.
Features:
Encode and decode FWSE files (from fwse to wav or vice versa)
Extract and replace FWSE files inside SPC containers (allows direct conversion to .wav)
Notes:
I didn't test this in everything this game has but as long as you follow the encoding rules your sound effect should work just fine, btw always try to keep the original sound effect length in your custom ones because some sounds doesn't aways replace another whenever one is called.
Replacing Multiple:
When replacing multiple files at once, each incoming FWSE file must have the original sound index number as its name. This functionality can also be used for auto replacing so you don't need to cycle around the combobox searching for the index you want to replace, just select "MULTIPLE" and hit "Browse".
Encoding rules:
When converting from .wav to .FWSE your wave file MUST:
1. Be a 16 bit signed PCM
2. Have a sample frequency of 48000 Hz which is the one RE5 works with
3. Be mono (only 1 channel)
Requisites:
.NET Framework 4.5
--- Dealing with Audacity ---
Audacity is a powerful and free audio editor and is the perfect tool for the setup we need. You can download it on its Official Download Page
Screenshots:
Download no longer available, you should use my MT Framework - Sound Tool from now on.
It's been a long time we've been waiting for a tool like this one and now we finally have it.
Disclaimer:
Do not reupload this tool anywhere else without my permission.
Features:
Encode and decode FWSE files (from fwse to wav or vice versa)
Extract and replace FWSE files inside SPC containers (allows direct conversion to .wav)
Notes:
I didn't test this in everything this game has but as long as you follow the encoding rules your sound effect should work just fine, btw always try to keep the original sound effect length in your custom ones because some sounds doesn't aways replace another whenever one is called.
Replacing Multiple:
When replacing multiple files at once, each incoming FWSE file must have the original sound index number as its name. This functionality can also be used for auto replacing so you don't need to cycle around the combobox searching for the index you want to replace, just select "MULTIPLE" and hit "Browse".
Encoding rules:
When converting from .wav to .FWSE your wave file MUST:
1. Be a 16 bit signed PCM
2. Have a sample frequency of 48000 Hz which is the one RE5 works with
3. Be mono (only 1 channel)
Requisites:
.NET Framework 4.5
--- Dealing with Audacity ---
Audacity is a powerful and free audio editor and is the perfect tool for the setup we need. You can download it on its Official Download Page
{GUIDE: Increasing Volume}
If it happens that your sound is too quiet in game you can "Compress" the audio using Audacity's Compressor modifier that unlike the "Amplify", it will increase the volume to the average defined instead of increasing the raw samples up to whatever DB multiplier and end up by clipping samples decreasing the overrall quality of the sound.
This is my audio before doing the thing
To increase, double click your audio or CTRL + A and apply the "Compressor" modifier (Effects>Compressor...)
The setup below is good enough for most cases but of course, you can play around and see whats best for you.
After that just click "OK", your sound should be loud enough now. See the difference after applying:
If it happens that your sound is too quiet in game you can "Compress" the audio using Audacity's Compressor modifier that unlike the "Amplify", it will increase the volume to the average defined instead of increasing the raw samples up to whatever DB multiplier and end up by clipping samples decreasing the overrall quality of the sound.
This is my audio before doing the thing
To increase, double click your audio or CTRL + A and apply the "Compressor" modifier (Effects>Compressor...)
The setup below is good enough for most cases but of course, you can play around and see whats best for you.
After that just click "OK", your sound should be loud enough now. See the difference after applying:
{GUIDE: Exporting}
Exporting a good WAVE file for conversion is pretty simple, first import your custom sound and set the "Project Rate" to 48000 (Hz) if not set:
Then you can export it as WAV but as the first WAV format shown (16 bit signed PCM):
After all that you can convert it directly to FWSE using this tool and replace any sound file inside a SPC container.
Exporting a good WAVE file for conversion is pretty simple, first import your custom sound and set the "Project Rate" to 48000 (Hz) if not set:
Then you can export it as WAV but as the first WAV format shown (16 bit signed PCM):
After all that you can convert it directly to FWSE using this tool and replace any sound file inside a SPC container.
Screenshots:
Download no longer available, you should use my MT Framework - Sound Tool from now on.