ZARF Posted October 13, 2024 Posted October 13, 2024 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/file/d/1lEgkGVvH66cYbm0annc_jFMb3tA61iok/view?usp=drive_link
Moderators Solution ikskoks Posted October 13, 2024 Moderators Solution Posted October 13, 2024 Try this script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Urban Chaos Riot Response/Urban_Chaos_Riot_Response_SAF_script.bms 1
ZARF Posted October 13, 2024 Author Posted October 13, 2024 6 hours ago, ikskoks said: Try this script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Urban Chaos Riot Response/Urban_Chaos_Riot_Response_SAF_script.bms Excellent, works great, thanks
Donators ponaromixxx Posted October 13, 2024 Donators Posted October 13, 2024 (edited) I made my solution in C#, I understand that it's late, but I felt sorry to delete it, so I decided to post it too)) Urban_Chaos_Riot_Response_SAF.zip Edited October 13, 2024 by ponaromixxx 1
ZARF Posted October 16, 2024 Author Posted October 16, 2024 1 hour ago, ponaromixxx said: I made my solution in C#, I understand that it's late, but I felt sorry to delete it, so I decided to post it too)) Urban_Chaos_Riot_Response_SAF.zip 4.1 kB · 0 downloads Fantastic, I tried it and it works perfectly, thanks for sharing it
herdoculousthethird Posted June 5 Posted June 5 On 10/13/2024 at 11:04 AM, ikskoks said: Try this script: https://github.com/bartlomiejduda/Tools/blob/master/NEW Tools/Urban Chaos Riot Response/Urban_Chaos_Riot_Response_SAF_script.bms That script works perfectly but how do you play the audio files or get the true format for the files since they aren't actually .wav are they? Some help here would be very much appreciated!
DKDave Posted June 7 Posted June 7 On 6/5/2026 at 3:12 PM, herdoculousthethird said: That script works perfectly but how do you play the audio files or get the true format for the files since they aren't actually .wav are they? Some help here would be very much appreciated! Here's another script (in Python) to extract the .saf archives. There are multiple duplicate filenames, so I have appended part of the GUID values to separate them. There is audio for 4 separate languages all mixed together, not sure how to separate them properly. There's probably some information on a folder structure somewhere. The extracted files should play in Foobar with vgmstream. Usage: Python saf.py [saf file] [output folder] saf.zip 1
herdoculousthethird Posted June 8 Posted June 8 6 hours ago, DKDave said: Here's another script (in Python) to extract the .saf archives. That worked great, thanks for your help. Have you ever looked into the PS2 version to see if the sample rate is higher on the audio? I think that version uses .WAD and some sort of .DIR file that possibly contains assets. I could never seem to find the audio within existing tools or scripts for some reason.
DKDave Posted June 8 Posted June 8 17 hours ago, herdoculousthethird said: That worked great, thanks for your help. Have you ever looked into the PS2 version to see if the sample rate is higher on the audio? I think that version uses .WAD and some sort of .DIR file that possibly contains assets. I could never seem to find the audio within existing tools or scripts for some reason. I looked into the PS2 version a while ago. You can unpack the data with my QuickBMS scripts here: https://github.com/DKDave/Scripts/tree/master/QuickBMS/PS2 But it was a bit more fiddly to extract the actual individual audio files, so I didn't look into it too much, but the audio sample rates seemed to be the same at 22050.
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