unknown1stalker Posted December 7 Share Posted December 7 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 Link to comment Share on other sites More sharing options...
Sarinan Posted December 9 Share Posted December 9 (edited) On 12/7/2024 at 4:56 PM, unknown1stalker said: Looking for a extractor of wwise .wem files from .pack archives in new Indiana Jones game Try this # Wolfenstein II: The New Colossus (0.3.1a) # script for QuickBMS http://quickbms.aluigi.org # Edited for Indiana Jones and the Great Circle comtype oodle # .resources, .pack and so on idstring "IDCL" get VER long # 13 in Indiana Jones and the Great Circle getDString HASH 8 get Unk long # 116 New var in Indiana Jones and the Great Circle get ZERO long get DUMMY long # 1 get DUMMY long # -1 get DUMMY long #get DUMMY longlong get FILES long get DUMMY_NUM long get DUMMY2_NUM long get FILES_2 long get ZERO longlong get DUMMY2 longlong get NAMES_OFF longlong get DUMMY4_OFF longlong get INFO_OFF longlong get DUMMY6_OFF longlong get DUMMY7_OFF longlong get DATA_OFF longlong goto NAMES_OFF get NAMES longlong for i = 0 < NAMES get NAME_OFF longlong putarray 0 i NAME_OFF next i savepos NAMES_OFF for i = 0 < NAMES getarray NAME_OFF 0 i math NAME_OFF + NAMES_OFF goto NAME_OFF get NAME string string NAME % "$" string NAME | "#" putarray 0 i NAME next i # thanks toxic72 https://zenhax.com/viewtopic.php?p=27774#p27774 goto DUMMY7_OFF for i = 0 < DUMMY2_NUM get DUMMY long next i savepos DUMMY7_OFF goto INFO_OFF for i = 0 < FILES get ZERO longlong get DUMMY longlong # 1 get DUMMY longlong # -1 get TYPE_ID longlong get NAME_ID longlong get ZERO longlong get ZERO longlong get OFFSET longlong get ZSIZE longlong get SIZE longlong get DUMMY longlong get DUMMY long get DUMMY long get DUMMY longlong get DUMMY long # ZIP related? get DUMMY long # ZIP related? get ZIP_FLAGS longlong # 0, 2, 4, 0x210002, 0x410002 and so on get ZERO longlong get FLAGS long # 2 get FLAGS2 long get ZERO longlong math TYPE_ID * 8 math TYPE_ID + DUMMY7_OFF math NAME_ID + 1 math NAME_ID * 8 math NAME_ID + DUMMY7_OFF savepos TMP goto TYPE_ID get TYPE_ID longlong goto NAME_ID get NAME_ID longlong goto TMP #getarray STR1 0 TYPE_ID getarray STR2 0 NAME_ID #string NAME p "%s/%s" STR1 STR2 string NAME p "%s" STR2 if SIZE == ZSIZE log NAME OFFSET SIZE else if ZIP_FLAGS & 4 if ZIP_FLAGS & 1 # no idea but ZIP_FLAGS 5 doesn't need the +12 else math OFFSET + 12 math ZSIZE - 12 endif endif clog NAME OFFSET ZSIZE SIZE endif next i On 12/7/2024 at 4:56 PM, unknown1stalker said: if possible, a way to rip names and paths for them from soundmetadata.bin for mus_ packs only MediaID in pack itself narrative_ and systemic_ packs has full wem names Edited December 9 by Sarinan 3 Link to comment Share on other sites More sharing options...
wpnb666 Posted December 10 Share Posted December 10 9 hours ago, Sarinan said: Try this # Wolfenstein II: The New Colossus (0.3.1a) # script for QuickBMS http://quickbms.aluigi.org # Edited for Indiana Jones and the Great Circle comtype oodle # .resources, .pack and so on idstring "IDCL" get VER long # 13 in Indiana Jones and the Great Circle getDString HASH 8 get Unk long # 116 New var in Indiana Jones and the Great Circle get ZERO long get DUMMY long # 1 get DUMMY long # -1 get DUMMY long #get DUMMY longlong get FILES long get DUMMY_NUM long get DUMMY2_NUM long get FILES_2 long get ZERO longlong get DUMMY2 longlong get NAMES_OFF longlong get DUMMY4_OFF longlong get INFO_OFF longlong get DUMMY6_OFF longlong get DUMMY7_OFF longlong get DATA_OFF longlong goto NAMES_OFF get NAMES longlong for i = 0 < NAMES get NAME_OFF longlong putarray 0 i NAME_OFF next i savepos NAMES_OFF for i = 0 < NAMES getarray NAME_OFF 0 i math NAME_OFF + NAMES_OFF goto NAME_OFF get NAME string string NAME % "$" string NAME | "#" putarray 0 i NAME next i # thanks toxic72 https://zenhax.com/viewtopic.php?p=27774#p27774 goto DUMMY7_OFF for i = 0 < DUMMY2_NUM get DUMMY long next i savepos DUMMY7_OFF goto INFO_OFF for i = 0 < FILES get ZERO longlong get DUMMY longlong # 1 get DUMMY longlong # -1 get TYPE_ID longlong get NAME_ID longlong get ZERO longlong get ZERO longlong get OFFSET longlong get ZSIZE longlong get SIZE longlong get DUMMY longlong get DUMMY long get DUMMY long get DUMMY longlong get DUMMY long # ZIP related? get DUMMY long # ZIP related? get ZIP_FLAGS longlong # 0, 2, 4, 0x210002, 0x410002 and so on get ZERO longlong get FLAGS long # 2 get FLAGS2 long get ZERO longlong math TYPE_ID * 8 math TYPE_ID + DUMMY7_OFF math NAME_ID + 1 math NAME_ID * 8 math NAME_ID + DUMMY7_OFF savepos TMP goto TYPE_ID get TYPE_ID longlong goto NAME_ID get NAME_ID longlong goto TMP #getarray STR1 0 TYPE_ID getarray STR2 0 NAME_ID #string NAME p "%s/%s" STR1 STR2 string NAME p "%s" STR2 if SIZE == ZSIZE log NAME OFFSET SIZE else if ZIP_FLAGS & 4 if ZIP_FLAGS & 1 # no idea but ZIP_FLAGS 5 doesn't need the +12 else math OFFSET + 12 math ZSIZE - 12 endif endif clog NAME OFFSET ZSIZE SIZE endif next i for mus_ packs only MediaID in pack itself narrative_ and systemic_ packs has full wem names It works very well for extraction !!! Thanks !!!Now I got all wems with ID. I checked most of packs and bnks (and dumped bnk like structure.bnk) . it seems like all the correct names are in the soundmetadata.bin. I checked it with HxD but I can not find the relationship of Ids and names. I want rename them to correct names, any suggestion?💓 Link to comment Share on other sites More sharing options...
FunnyML Posted December 10 Share Posted December 10 6 hours ago, wpnb666 said: I want rename them to correct names, any suggestion?💓 Haven't checked every file of the game yet, but maybe that is what the corresponding BNK files are for. Those seem to be encrypted, though. Link to comment Share on other sites More sharing options...
unknown1stalker Posted December 10 Author Share Posted December 10 (edited) 7 hours ago, wpnb666 said: It works very well for extraction !!! Thanks !!!Now I got all wems with ID. I checked most of packs and bnks (and dumped bnk like structure.bnk) . it seems like all the correct names are in the soundmetadata.bin. I checked it with HxD but I can not find the relationship of Ids and names. I want rename them to correct names, any suggestion?💓 EternalAudioExtractor can work with names from soundmetadata.bin, but I didn't test it on Indiana Jones through, and don't know how to change program to work with it. https://github.com/dcealopez/EternalAudioExtractor Edited December 10 by unknown1stalker Link to comment Share on other sites More sharing options...
FunnyML Posted December 10 Share Posted December 10 I had a look at the soundmetadata.bin. I'm not sure it contains all the names. For instance, for the Peru prologue, 57 music tracks are listed, but extraction outputs 65 tracks. Here is the list: Spoiler ch00_intro_jungle_explore ch00_demon02 ch00_arrow01 ch00_arrow02 ch00_doublecross02_start ch00_doublecross02_disarm ch00_explore_templeinterior ch00_chasm01 ch00_chasm01_rescued ch00_chamberidol01_start ch00_chamberidol01_grab ch00_templecollapse ch00_boulderchase_start ch00_boulderchase_death ch00_temple_enter ch00_spiders01_start ch00_spiders03_end ch00_lighttrap_intro ch00_lighttrap_oneshot ch00_chambertrap_intensity_a ch00_chambertrap_intensity_b ch00_chambertrap_intensity_c ch00_chamber_approach ch00_chamber_dart ch00_chasm_idol ch00_chasmclimb_jump ch00_chasmclimb_movinghold ch00_chasmclimb_vine ch00_grabwhip ch00_idolpickup ch00_jungle_exploration_01 ch00_arrow_mh ch00_doublecross02_mh ch00_cs_skip ch00_chasm01_mh ch00_lighttrap_mh ch00_lighttrap_gameplay ch00_lighttrap_deathstinger ch00_chasmclimb_deathstinger ch00_templecollapse_deathstinger ch00_chambertrap_deathstinger ch00_generic_mh ch00_jungle_exploration_02 ch00_temple_enter_intro ch00_templecollapse_mh ch00_idolpickup_mh ch00_chasmclimb_start ch00_chasm_idol_mh ch00_chasm_idol_jump_mh ch00_chasm_idol_catch ch00_post_doublecross_explore ch00_chasm_attached ch00_chasm_satipo_swing ch00_intro01_cm ch00_spiders_satipo_mh ch00_chamber_approach_idol_shot ch00_gameintro Link to comment Share on other sites More sharing options...
xXnightdragonXx Posted December 10 Share Posted December 10 Are you using foobar? Link to comment Share on other sites More sharing options...
wpnb666 Posted December 11 Share Posted December 11 17 hours ago, unknown1stalker said: EternalAudioExtractor 可以使用来自 soundmetadata.bin 的名称,但我没有在 Indiana Jones 上测试过它,也不知道如何更改程序以使用它。https ://github.com/dcealopez/EternalAudioExtractor It's not working.Anyway,I have already tried asking the author on GitHub if he can support this game. Link to comment Share on other sites More sharing options...
wpnb666 Posted December 11 Share Posted December 11 13 hours ago, FunnyML said: 我查看了 soundmetadata.bin。我不确定它是否包含所有名称。例如,对于秘鲁序幕,列出了 57 个音乐曲目,但提取输出了 65 个曲目。以下是列表: 显示隐藏内容 ch00_intro_jungle_explore ch00_demon02 ch00_arrow01 ch00_arrow02 ch00_doublecross02_start ch00_doublecross02_disarm ch00_explore_templeinterior ch00_chasm01 ch00_chasm01_rescued ch00_chamberidol01_start ch00_chamberidol01_grab ch00_templecollapse ch00_boulderchase_start ch00_boulderchase_death ch00_temple_enter ch00_spiders01_start ch00_spiders03_end ch00_lighttrap_intro ch00_lighttrap_oneshot ch00_chambertrap_intensity_a ch00_chambertrap_intensity_b ch00_chambertrap_intensity_c ch00_chamber_approach ch00_chamber_dart ch00_chasm_idol ch00_chasmclimb_jump ch00_chasmclimb_movinghold ch00_chasmclimb_vine ch00_grabwhip ch00_idolpickup ch00_jungle_exploration_01 ch00_arrow_mh ch00_doublecross02_mh ch00_cs_skip ch00_chasm01_mh ch00_lighttrap_mh ch00_lighttrap_gameplay ch00_lighttrap_deathstinger ch00_chasmclimb_deathstinger ch00_templecollapse_deathstinger ch00_chambertrap_deathstinger ch00_generic_mh ch00_jungle_exploration_02 ch00_temple_enter_intro ch00_templecollapse_mh ch00_idolpickup_mh ch00_chasmclimb_start ch00_chasm_idol_mh ch00_chasm_idol_jump_mh ch00_chasm_idol_catch ch00_post_doublecross_explore ch00_chasm_attached ch00_chasm_satipo_swing ch00_intro01_cm ch00_spiders_satipo_mh ch00_chamber_approach_idol_shot ch00_gameintro Yes it makes me very confused. I tried to use wwiser but it keeps throwing errors. It seems that a better solution is needed. 9 hours ago, xXnightdragonXx said: 你在使用 foobar 吗? Yes , I checked bnks and wems with it Link to comment Share on other sites More sharing options...
ponaromixxx Posted December 11 Share Posted December 11 (edited) I dumped all sections from the soundmetadata.bin file, maybe it will be useful to someone Dump_soundmetadata.bin.zip Edited December 11 by ponaromixxx 2 Link to comment Share on other sites More sharing options...
wpnb666 Posted December 12 Share Posted December 12 Thanks!!!! 1 Link to comment Share on other sites More sharing options...
wpnb666 Posted December 12 Share Posted December 12 Are the file ids in the BankSection files different with event ids in the EventSection.xml? if not. how can I find their relationship? Link to comment Share on other sites More sharing options...
ponaromixxx Posted December 12 Share Posted December 12 33 minutes ago, wpnb666 said: Are the file ids in the BankSection files different with event ids in the EventSection.xml? if not. how can I find their relationship? I only noticed that BnkEvent in EventSection matches the number of BankSection files, but the order is broken, I couldn't find any more similarities, but if you look at the xml file from another game, which also has wwise, there is a similarity between many sections and the file. Link to comment Share on other sites More sharing options...
wpnb666 Posted December 12 Share Posted December 12 ok I`m going to check Link to comment Share on other sites More sharing options...
ponaromixxx Posted December 12 Share Posted December 12 1 minute ago, wpnb666 said: ok I`m going to check And so on Link to comment Share on other sites More sharing options...
wpnb666 Posted December 12 Share Posted December 12 13 minutes ago, ponaromixxx said: 等等 good point! Link to comment Share on other sites More sharing options...
wpnb666 Posted December 13 Share Posted December 13 Well, there is a new tool for this game: https://dtzxporter.com/game-tools I`m going to check Link to comment Share on other sites More sharing options...
FunnyML Posted December 13 Share Posted December 13 1 hour ago, wpnb666 said: Well, there is a new tool for this game: https://dtzxporter.com/game-tools I`m going to check Please do, as it's not working for me at all for any of the pack files (Steam version of the game). Link to comment Share on other sites More sharing options...
Datura2 Posted December 13 Share Posted December 13 (edited) here is what i know a little about .resources file structure: Edited December 13 by Datura2 Link to comment Share on other sites More sharing options...
wpnb666 Posted December 13 Share Posted December 13 3 hours ago, FunnyML said: 请这样做,因为它对我来说对任何包文件(游戏的 Steam 版本)都不起作用。 It works very well,but the audio files still number😂I think it is good for model modding Link to comment Share on other sites More sharing options...
wpnb666 Posted December 14 Share Posted December 14 Well wwiser updated recently. Using the wwiser with wwnames created by bnnm I can get 60823 txtp , which is very close to the number of media files. But the wwnames was not complete. I guess we have to wait a while Link to comment Share on other sites More sharing options...
wpnb666 Posted Sunday at 03:35 PM Share Posted Sunday at 03:35 PM After several days of effort, I have completed almost half of the creation of wwnames (thanks to bnnm). However, I've noticed that many event names are missing. The following txt file contains the missing IDs. I'm wondering if some data was lost during the dump process, or if these missing IDs are indeed stored elsewhere?event names not found.zip Link to comment Share on other sites More sharing options...
ponaromixxx Posted Sunday at 04:55 PM Share Posted Sunday at 04:55 PM 1 hour ago, wpnb666 said: After several days of effort, I have completed almost half of the creation of wwnames (thanks to bnnm). However, I've noticed that many event names are missing. The following txt file contains the missing IDs. I'm wondering if some data was lost during the dump process, or if these missing IDs are indeed stored elsewhere?event names not found.zip All lines were extracted from the file. Link to comment Share on other sites More sharing options...
CaptainJack Posted Monday at 06:31 AM Share Posted Monday at 06:31 AM (edited) Hello, I'm new here 🙂 I'm trying to get some classic Lucasfilm/SkywalkerSound sfx into the game, particularly the sound of the pistol/revolver - thank you Sarinan for the quickbms script to extract the wem files! I was just wondering if there is any easy way to repack the files after I've modified the wems, or if its tricky? This is not my area of expertise at all sorry, I'm looking into it as I have an extensive library of Indiana Jones sound effects from years of collecting so would love to get some more official sounds from the films into the game. Thanks for any help! EDIT: Here are my modified wems to try get packed back into relicrevo01.bnk/relicrevo01.pack Indy_revolver_Mod_wems V2.7z Edited Monday at 01:08 PM by CaptainJack Link to comment Share on other sites More sharing options...
Sarinan Posted Monday at 02:53 PM Share Posted Monday at 02:53 PM 8 hours ago, CaptainJack said: I was just wondering if there is any easy way to repack the files after I've modified the wems quickbms -r -w script.bms relicrevo01.pack command should work Link to comment Share on other sites More sharing options...
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