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Audio file formats

Get help on any and all audio formats, or chip in and help others!

  1. I managed to extract this file but can extract the wav files from this file https://www.mediafire.com/file/gejur3yi1fisq3z/vox.waves/file

  2. Started by lorak,

    As most of you probably know, audio tracks in these kind of sbs (plus sbr) files can be played and extracted to wav with foobar2000 and the vgmstream extension. Just put the sbs and sbr files in the same folder both with the same name. The sample file in the attachment comes from Madden 13 PS Vita. All the tracks in this particular sbs file are related to QB (American football) sounds. According to foobar2000, each track is encoded as ATRAC9, 60 kbps, 48kHz in one audio channel (mono). Is there a way to encode a wav (or any other common audio format) file as ATRAC9, 60 kbps, 48kHz in one audio channel (mono) to make it work with this game? Do you know if there…

      • Like
    • 8 replies
    • 3.3k views
  3. Hey there. I want to extract the audio from Rayman Raving Rabbids, Rayman Raving Rabbids 2, Rayman Raving Rabbids TV Party, Rabbids Go Home, and Raving Rabbids Travel in Time for the Wii. Still, I am not sure how to do it properly. Can anyone help me out?

  4. Hello there! Looking for a extractor of wwise .wem files from .pack archives in new Indiana Jones game. And, if possible, a way to rip names and paths for them from soundmetadata.bin. At the first look it uses system close to used in Doom Eternal, but sound extractor that I have for it works only with .snd files and instead of .pck there was used .bnk. Here is an example of these files, including Init.bnk https://drive.google.com/file/d/1AqCfXE1r2F7azDMfHOkntMYeb_xnLuRZ/view?usp=sharing

      • Like
    • 35 replies
    • 9.5k views
  5. Started by OCL,

    I want to find a way to make these playable. Download link: https://cdn.discordapp.com/attachments/1170382514523742382/1515862304892391524/Superman_Returns_Sound_samples.zip?ex=6a308c48&is=6a2f3ac8&hm=2c7f9a6963a79d6b8e770d3910a9da255eff98a59535c6a79ce3db38ebdb63c7&

    • 1 reply
    • 198 views
  6. I tried dragon Unpacker and Psychonauts explorer but it cant seem to extract all sounds. ISB is like the same files used by mass effect. attached a isb file from the game. Here is a sample of the isb file: https://www.mediafire.com/file/1pulex01xeeitqd/common.isb/file

    • 0 replies
    • 119 views
  7. Started by adastmin,

    New UE5 sound system. I can't figure out how to install the new sound system and get it to work. 8020.zip

    • 2 replies
    • 248 views
  8. Hi, I have a problem with this file which is from the game Urban Chaos Riot Response from the original Xbox version, that file contains audios but I don't know in what format, it seems that they are . wav, I have managed to extract audios manually with hexadecimal editing (the file does not have any type of compression) but there are many and that way it would take me a thousand years lol, so I don't know if someone can help me simplify that, some tool or some script to be able to extract everything automatically, there is the psound program but it only works for the . SAF file of the ps2 version, I hope someone can help me, thanks https://drive.google.com/fil…

  9. So recently, I tried to rip the sound effects from the Wii version of Sonic Unleashed. I was able to get the DSP files, but when I put them in foobar2 using vgmstream, it doesn't want to convert for some reason. Using a basic txth file to brute force it only gave me a very ear-grating static noise. If anyone could help me troubleshoot this, I would be forever grateful

  10. Hello everyone, I need some help converting .str audio files from the PC version of FIFA 99 into .wav format. I managed to extract the files from PLAYERS.str, but I cannot get them to play. I tried using Foobar2000 with the latest vgmstream component; Foobar loads the files, but they are completely silent (muted). The accompanying .off file stores the player IDs and their corresponding offsets for the .str file. Each player ID is linked to two audio files within the .str container, making a total of 5,700 files for 2,850 IDs. In the .off file, the IDs start at offset 0x8, while the audio file offsets begin at 0x2C90. Could anyone help me convert these .str files t…

    • 2 replies
    • 324 views
  11. I'm looking for a tool that extract subtitles and sounds. So, does DEMO.DAT or unpacked DMOs also have 3D animations? https://mega.nz/file/JGoiwTaD#Fscwuo3kdhmoqaBfa1A17rnocBLOWCHdEyxgiOeAFQs https://mega.nz/file/IKpw3a7A#W79ZejPeigp220nFS-5anTnVmawnuhafxdDwXET5oxs

    • 0 replies
    • 167 views
  12. Is there any tool that can rip or recompile custom voice lines or sounds into SCH files from Conflict: Desert Storm? For the PS2 and GameCube versions it uses STREAM.SWD for songs. For the PC and Xbox versions it uses PSFs. I tried frontend.sch for PC and Xbox versions but it doesn't work for foobar2000 and VGMStream but still works for files like mission1.sch. https://mega.nz/folder/cLwgVRQI#7LiukS8tYBo3BGsEaXkAvA

    • 0 replies
    • 158 views
  13. So various sounds from MGS4 single player (weapons\footsteps\foley) are stored inside .ssp files which can be played with foobar2000 vgstream. The problem is that most of it is packed inside a sdpack.dat which i cannot extract. The contents seems to be already known: https://github.com/Joy-Division/JoyDict/blob/master/mgs4/stream/mgs4.eng/sdpack.map And there is a tool that can extract .dat, but it doesnt work on sdpack.dat specifically. It seems to be aware of the .ssp format though: https://github.com/Joy-Division/tools-mgs/blob/master/dat-extract_enc.c Looking at the headers of the sdpack.dat and common .ssp files with HxD i can see that the header …

  14. I managed to extract the files of the game mostly SFD and pkg files but dont know how to extract the voice clips and sound effects can anyone help me thanks. Added some sample files that I can attached the other are to big. sample files.rar

  15. PROGRESS updated 9/23/2024 THINGS WE'VE FIGURED OUT pack_sd.pack contains all the sound files! all filenames are a randomized 16-character alphanumeric string, with no obvious ordering and no metadata. filenames are consistent across patches... except for the Season 6 update, which renames all of the files >_< the following file types can be found within: WAV files (mostly music, must be converted with vgmstream) BNK packages (must be extracted with bnkextr) WEM files (mosty sound and voices) a single unidentifiable fil…

  16. Started by OCL,

    Can you help me extract these? menu.zip

    • 0 replies
    • 199 views
  17. Started by TonyGamer,

    Can you help me to decrypt super mario run ogg files please? In libDeALWrapper.so, i found a lot of aes encryption measure for ogg files and the function is DeALSetting$$get_OggEncryptionAesKey that means the ogg files is aes encrypted so can you help me please? SMR_Audio_OGG.zip

  18. By drag and dropping .wxb file into foobar2000, it should be work. But not, there will be a playback error that says (Missing ACM codec). (works naturally on Audacity with ffmpeg) And .rpx files? Well, there's might be a QuickBMS script to extract them. megusound.zip

    • 4 replies
    • 438 views
  19. What is .PWF from Delta Force and does anyone have an idea to start a new tool convert PWFs into .WAV files? deltaforce_pwf.rar

    • 0 replies
    • 197 views
  20. I would like to make these playable, look in the folder titled "SNDS_WIN": https://ia801901.us.archive.org/view_archive.php?archive=/9/items/CHITTY/CHITTY.ISO

    • 1 reply
    • 301 views
  21. I need a faster way of converting these to a playable audio format, if not the .snm files found within them. TR2014.zip

    • 0 replies
    • 198 views
  22. Hey everyone. I'm a rookie modder trying to replace music in Spider-Man 2 GameCube (STREAMS_MISC_EN.WBK) with a custom track. My goal is to eventually replace the full soundtrack with Danny Elfman's Spider-Man 2 score. I'm not an audio format expert, I've been learning as I go and hit a wall I can't get past alone. vgmstream reads the file correctly. The target stream (FLYTHROUGH, subsong 348) is stereo, 48000Hz, Nintendo DSP 4-bit ADPCM, interleave 0x8000. The file uses a proprietary Treyarch container called WAVEBK11 with an entry table at 0x100. I can inject audio at the correct offset (0x357B960) with the correct interleave (0x8000) the injection itself work…

  23. Started by OCL,

    Not all of them are supported and I want them to be playable. Voice.zip

    • 2 replies
    • 242 views
  24. Started by WF4123,

    Converting .aax files from data002.cpk with foobar2000 works fine, but what if I rip sounds from .sdx files inside data000.cpk? For me there's nothing to be extracted, like some PlatinumGames (no puns intended). anarchyreignssdxtest.zip

    • 1 reply
    • 723 views
  25. Hello, Back on ZenHAX forums, there was a thread where someone also asked about these ENQ files found in Rig'n'Roll game - see this thread - and I assume I'm not supposed to reply or re-launch these threads. Anyway, is there anyone who ever tried to figure out how 1C / SoftLab encrypted the audio files (music in radio stations)? This game is also known as "Дальнобойщики 3" as well in Russia. The general principle of this game's data storage was around hiding a lot of information from being modified, but someone figured out how to decrypt some of the data - see https://github.com/JosueCA/RigNRoll-modding Sadly, the tool presented there cannot be applied…

    • 0 replies
    • 200 views

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