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wwiseutil's Issues

Wwiseutil-gui: unexpected error EOF

was trying to open .bnk file but this error pops up.. any idea why this happens? im using the latest version of wiseutil

edit: I was gonna try and make custom sfx/voicelines in mlbb but i found out that every .bnk can be opened through wiseutil but not the showcase files which is the cutscene when seeing the character's info. And i realized that the showcase .bnk files below than 65kb with only like 1- 4 audio which are 5 seconds below at length and those .bnk file i can open has more than 5 audio but only 1 second at longest audios and these .bnk files are 600-800kb so does this mean that it doesnt matter how much wem inside the bnk file but how big one file is?

whatever the root of the problem is, i can only hope that there will be a next version with a fix to this problem

Wem 1 was expected to start at offset 0

Hi
I am trying to view a .pck file coming from Pokémon Sword
But, when I try to open it, it says "Wem 1 was expected to start at offset 0" and doesn't open
I could send you the file if needed

The nbnk file I'm trying to change gets emptied after I save it

I was trying to replace the file "wp_07_gun_epvsp_shell.nbnk" which is associated with Gunlance sounds. Particularly, I was replacing the sound of the Wyvern Fire charging noise, but I didn't know which .wem to replace so I was just going to replace each individual .wem in a sort of trial and error process. However, I found myself unable to do this because after saving the modded .nbnk into the directory that file belongs to, something happens that causes every .wem in the .nbnk to disappear (including the .wems that I didn't modify.) The .nbnk will then appear as 0KB in size, and wwiseutil will refuse to open it, saying
image

I have no clue what could be causing this. Every .wem just gets wiped even though I didn't modify them. This even occurs if I use wwiseutil to open the .nbnk and then literally save it to the directory without doing anything in between.

Batch file to auto-process wem to ogg conversion

Simple (and tested)...

After you save all .wem files to a folder, also move the ww2ogg.exe and packed_codebooks_aoTuV_603.bin files to that same folder. Then create a BATCH file with this one line:

for /r %%i in (*) do (ww2ogg %%i --pcb packed_codebooks_aoTuV_603.bin)

From a command-line, move to the folder and run the batch file. When done, all the .wem files will have .ogg versions.

Something simple? Please help

I follow your directions to a T (obviously not, though) and there are no in game audio changes.

  1. Used the tool to extract out all Chunk folders/files. You're right. Takes several minutes; no problem.
  2. Used the Wwise Audio Utilities tool to view WEM files within an npck file (I opened the bgm_ingame_pg.npck, that seems to have a lot of the main audio for the game.)
  3. Changed the format of the extracted wem files to .ogg using ss2ogg.exe (w/ your exact cmd-line options).
  4. Changed two files based on the MHW Labelled Audio spreadsheet <-- awesome resource, but...maybe wrong?? ...the 13 and the 20 wem files. Used Audacity. Saved back to .wav when done. Even made sure my audio was the same length. Deleted original tracks...maybe thatr's the problem. Haven't tried just muting them, yet. ??
  5. Used the Wwise tool (2018.14.6807) to import the .wav, then export to .wem, then grab from cache folder as directed by YouTube video.
  6. Back to the Wwise Audio Util. tool to replace. After replace, moved file to /nativePC folder as directed.
    (MHW/nativePC/sound/wwise/Windows/bgm_ingame_pg.npck). Checked to be sure file had different size, etc. than original file (to be sure using the right "new" version with my audio.
  7. Launched game, went to bedroom to test #13...same ole' audio. Did a quest...finished to test #20, same 'ole audio.

...is there something simple I did wrong? Is there an easier file to test with that you all DEFINITELY know changes an exact audio attribute?

Thanks. Awesome tool once I get it working! :-)

error, once replacing at least 1 wem file, the exported .bnk doesn't work

image

hello, I seem to have run into an issue myself. Not sure if it's something i'm doing wrong on my end. I replaced 1 .wem file from a .bnk with a .wem file that i've converted from an .ogg to a .wav file (used audacity to convert to .wav, then wwise to convert to .wem. Everything so far is fine, i replace the file, it says it's exported, and the new file appears perfectly.

When I tried to inject it into DMC5 i noticed that none of the sounds in that file were working. I tried reimporting that exported file into wwiseutil and i got that error.

[Not sure if this is worth anything but the .wem i replaced was both smaller in time & kb than the previous file, but the resulting exported .bnk was 7kb bigger than the original file]

hopefully you can point out something I did wrong in my steps, thanks I appreciate the tool!

Can't Open Borderlands 2 PCK file

WWise Audio Utilities 1.1

Trying to open Borderlands 2 file: \WillowGame\CookedPCConsole\English(US)\Audio_Streaming.pck

Error:

Wem 7536745 was expected to start at offset 41 but instead started at offset 141559880

Prompt for overwrite or flag to rename

Created a batch script to find all .nbnk and .npck files within a certain directory and its subdirectories. Works fine but all wems named "01.wem" overwrite each other as each individual wem is parsed. Perhaps a feature to produce wems named "bankname"-"wemname"?

Resident evil 4 remake .spck, .sbnk ps4 support.

Hello and good day to everyone,
Can any body help me with extraction and repack of Resident-Evil-4 remake audio container ( .spck and .nbnk) I'm able to extract the pc very but I can extract the ps4 version,
I think the wwiseutil.cli needs an update.

Build instructions?

I'd like to compile / run this on MacOS & Linux ... but there aren't any instructions by which to build or set up a dev environment. Adding them would be useful...

The final npck didn‘t work

I used wwise2019.1.3 to convert a wav file to wem, and replace 13.wem in bgm_ingame_pg.npck . In the labelled audio data sheet, it should be "Preparing for the journey(Living Quarters)". After I replaced it, the music played in jukebox is still "Preparing for the journey(Living Quarters)". I put the npck in the right place, /nativePC/sound/wwise/Windows/bgm_ingame_pg.npck .

Setup outdated.

From another GitHub: "oo2core_8_win64.dll required. Monster Hunter World: Iceborne DOES NOT ship with this file. oo2core_5_win64.dll from the base game is outdated and won't work!"

Exported WEM files are empty

With some files from Devil May Cry 5, wwiseutil_gui lists files, but exports empty WEMs.
image
Any idea what could cause that?

.sfx support?

Can you add support .sfx sound bank file?
The game is called Sega Rally 3 and it has a file called ALL_AUDIO.sfx

End of file when trying to parse certain files with the GUI

Hi,

I know the program doesn't support all soundbank and file package files, but I decided to take you up on the readme's suggestion to raise an issue just in case. I understand completely if this is not worth your while or this isn't maintained anymore.

When using the 1.1 release of the GUI, I attempt to open some file packages from Magic the Gathering Arena. Before opening them, I rename the file extension to .pck or to .npck.

The program freezes up for a bit then throws the error 'Could not open [filename]:
unexpected EOF'

They are actually .mtga files, but I have every reason to believe they are .pck or .npck files, and other tools (e.g. Ravioli Tools) can indeed find and unpack the wems in them.

They are not soundbank files, and I did test that with the program (which was unable to find the wems in them when they had bnk/nbnk file extensions).

However, they might have some difference I'm unaware of, hence the explanations. I'm attaching one of the smaller ones in a .ZIP file (the file size of the one I want to open is ~80 MB):

XLN_VO_012700cc19e5af44ded26dc9624fb5c5.zip

Thank you very much for your time reading, as well as writing and maintaining this software.

If you know of any other way to see the IDs, I would also appreciate that, as it would solve my issue.

Can't Open Halo Wars ED .pck files.

I've tried and currently looking at alternative method, but here's the error message I keep getting
Capture

I wasn't able to extract because the offset starts at 120 tho it was expecting 5. Would be really nice to get a fix for this.

Error Corrupted Saves

After replacing .wem files and saving, i then try to open the .bnk file back up and get an error. I used it on other smalled .bnk files and it works perfect. Maybe its corrupting because it cant handle all the .wem files in the .bnk file. The .bnk file im editing has around 3k .wem. Hope you can fix this, its been a long time for an update :P Thank you!

Hi

I put my wav> wem and I replace it , am i also use ww2ogg.exe to check it's okay .

But when I put nbnk in \steam\steamapps\common\Monster Hunter World\nativePC\sound\wwise\Windows

in the game I still can't hear it, I mean he play the normal music not mine.

https://imgur.com/a/XODDHVg wp_swo_cmn.nbnk <15.wem spirit helm breaker

I used korean D.va sound mod before it working like he supposed to

by the way, I use Worldchunktool.exe but I don't have "Oust"Folder

He gave me "chunk0"Folder chunk1.pkg> "chunk1"Folder

Does this affect? I'm taiwanese sorry about that my english is sucks.

Quality of life features + Compatibility for League of Legends skin modding

Add in batch mode replace. (match files by name, or ID, or File order based on date, or file order based on name)

It's crazy replacing many files one by one. (Had to replace 170 so far so this would help greatly)

When you replace a file it remembers the last location so you don't have to find the folder again

Batch mode replace option by replacing only selected files.

Allow you to rename files to match either name or ID currently in the list (works with batch replatch matching the file by the options described before)

Option to hide files you have already imported/replaced in file manager/Option to give warning when trying to import a files you already imported into the same package.

Support for League of Legends audio.bnk files (tried swapping some sound files but they would revert to the original in-game)

Some samples:
https://drive.google.com/open?id=17ms_ex6eBVo3KBShVM-4PgV9OIF7IkNV

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