Resident Evil XSEW / SPC Tool
Nov 7, 2020 5:16:51 GMT 10
EvilLord, JTeghius Kittius, and 15 more like this
Post by Wesky on Nov 7, 2020 5:16:51 GMT 10
Hey!
This is another version of my SPC Tool but this time for MTF 2.x RE games, allowing you to modify sound effects and char voices.
Disclaimer:
Do not reupload this tool anywhere else without my permission.
App Icon: Flat Icon
Features:
Convert XSEW files to WAV and vice versa.
Extract and replace XSEW files inside RE6 SPC containers.
Requisites:
.NET Framework 4.5
Notes:
-- Tool --
As aways follow the "Encoding Rules".
Be carefull when converting to XSEW, the file mode must be chosen before converting, RE6 is selected by default.
Watch for the default volume average of original sounds when making custom ones, REV1 has often loud sound effects like RE5 but RE6 and REV2 doesn't.
-- Revelations 2 --
Despite the fact that REV2 has a lot of arcs with the same sound effects inside, only one arc is valid for char voices and is the one named: uPlStreamVoice[CHARINDEX]_v_[LANG].
-- Resident Evil 6 --
Sound effects in RE6 have their total speed decreased during runtime so theres a tricky way to make custom sounds for it, ill be explaing below.
In RE6 when playing custom voices the character will lip sync until the sound is finished playing, cool isn't it?
Encoding Rules:
When converting to XSEW your wave file MUST:
1. Be a 16 bit signed PCM
2. Have a sample frequency of 48000 Hz or around it (48080~47940 and so on)
3. Be mono (only 1 channel)
You can use Audacity to do whatever you need with the sound before converting and if you don't know how to use it for volume increasing or to adjust the sample rate you can check the guide i wrote on my RE5 SPC Tool Topic.
Replacing Multiple:
When replacing multiple files at once, each incoming XSEW 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".
Example:
Here is an example of what you can do with this tool, Thanks to Wolfyyy who made the video and this amazing job with Excella's SFX/Voices:
Resources:
You can use Wolfyyy 's Voice list to make things easier: Resident Evil 6 Voice List
Screenshots:
Download no longer available, you should use my MT Framework - Sound Tool from now on.
This is another version of my SPC Tool but this time for MTF 2.x RE games, allowing you to modify sound effects and char voices.
Disclaimer:
Do not reupload this tool anywhere else without my permission.
App Icon: Flat Icon
Features:
Convert XSEW files to WAV and vice versa.
Extract and replace XSEW files inside RE6 SPC containers.
Requisites:
.NET Framework 4.5
Notes:
-- Tool --
As aways follow the "Encoding Rules".
Be carefull when converting to XSEW, the file mode must be chosen before converting, RE6 is selected by default.
Watch for the default volume average of original sounds when making custom ones, REV1 has often loud sound effects like RE5 but RE6 and REV2 doesn't.
-- Revelations 2 --
Despite the fact that REV2 has a lot of arcs with the same sound effects inside, only one arc is valid for char voices and is the one named: uPlStreamVoice[CHARINDEX]_v_[LANG].
-- Resident Evil 6 --
Sound effects in RE6 have their total speed decreased during runtime so theres a tricky way to make custom sounds for it, ill be explaing below.
In RE6 when playing custom voices the character will lip sync until the sound is finished playing, cool isn't it?
Encoding Rules:
When converting to XSEW your wave file MUST:
1. Be a 16 bit signed PCM
2. Have a sample frequency of 48000 Hz or around it (48080~47940 and so on)
3. Be mono (only 1 channel)
You can use Audacity to do whatever you need with the sound before converting and if you don't know how to use it for volume increasing or to adjust the sample rate you can check the guide i wrote on my RE5 SPC Tool Topic.
Replacing Multiple:
When replacing multiple files at once, each incoming XSEW 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".
{GUIDE: Tweaking Resident Evil 6 Sound Effects}
Like i said before RE6 has its XSEW files compressed with accelerated velocity (tempo and tone) (so it has even less samples for even more compression) and later on during runtime the engine decompresses the sound decreasing the total bitrate, so it slows it down a bit (precisely speaking, by 30%) which means that if you want to make custom sound or use a original one extracted from this game you will have to tweak it a little bit.
Increasing velocity for custom sounds:
In Audacity you can use the "Change Speed" modifier, its fast and easier to deal with (Effects>Change Speed)
The point is, you need your custom sound to have a length where when applied -30% it goes back to the original length, tone and tempo. I've found that 42.850 is the closest percent (not the perfect one) to what we need, and no, its not just doing +30 and then -30, math doesn't work like that...
Set the percent change to the exact value of 42.850:
Like this:
Then just click OK and you can export it as 16 bit signed PCM and convert to XSEW using this tool.
Slowing down an extracted/accelerated sound:
The process is the same as above but this time we'll be using the percentage of -30.000 (or just -30) just like the engine does.
Select the "Change Speed" modifier and set the Percent Change to -30
Like this:
After that click OK and your sound should be good to go.
Like i said before RE6 has its XSEW files compressed with accelerated velocity (tempo and tone) (so it has even less samples for even more compression) and later on during runtime the engine decompresses the sound decreasing the total bitrate, so it slows it down a bit (precisely speaking, by 30%) which means that if you want to make custom sound or use a original one extracted from this game you will have to tweak it a little bit.
Increasing velocity for custom sounds:
In Audacity you can use the "Change Speed" modifier, its fast and easier to deal with (Effects>Change Speed)
The point is, you need your custom sound to have a length where when applied -30% it goes back to the original length, tone and tempo. I've found that 42.850 is the closest percent (not the perfect one) to what we need, and no, its not just doing +30 and then -30, math doesn't work like that...
Set the percent change to the exact value of 42.850:
Like this:
Then just click OK and you can export it as 16 bit signed PCM and convert to XSEW using this tool.
Slowing down an extracted/accelerated sound:
The process is the same as above but this time we'll be using the percentage of -30.000 (or just -30) just like the engine does.
Select the "Change Speed" modifier and set the Percent Change to -30
Like this:
After that click OK and your sound should be good to go.
Example:
Here is an example of what you can do with this tool, Thanks to Wolfyyy who made the video and this amazing job with Excella's SFX/Voices:
Resources:
You can use Wolfyyy 's Voice list to make things easier: Resident Evil 6 Voice List
Screenshots:
Download no longer available, you should use my MT Framework - Sound Tool from now on.