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[PC, 2024] Indiana Jones and the Great Circle Wwise .pack archives


Go to solution Solved by Sarinan,

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Posted

Ah I see, you're right and that did seem to work for repacking thankyou! The file repacked I believe, however in game the three gun blast sounds I modified are not working (while the other sounds in the pack that I didn't alter, such as gun handling foley, do work) - so that's good that it narrows down my problem perhaps to my "wem > wav"  and then "wav > wem" process?

I converted the wem to wav using Foobar2000, I edited the resulting wav and while my modified wav files are identical in bitrate, length and filesize to the original foobar converted wavs, my wem resulting from conversion with Wwise is a much smaller filesize (original vanilla extracted wem around 100kb, my modded one only around 20kb). I must be doing something wrong.

I'll send through my modded relicrevo01.pack below if someone wanted to take a look at my issue in game. Thanks again for any assistance 🙂

relicrevo01.7z

Posted (edited)

I eventually figured it out! In Foobar I converted the WEM file to "WAV 16-bit" - made alterations to the sound file with exact same length bitrate and filesize etc. Then in Wwise in Project Settings I changed Source Settings to "ADPCM as Input", import the audiofile and then convert back to WEM. The filesize is identical to the original extraction. It works and I can now mod the audio of the game; now I just have to make the new soundFX sit nicely in the soundscape/mix which will take a little bit of experimentation. Thanks again so much for the quickbms script. Cheers! 🙂

 

 

Edited by CaptainJack
  • Like 1
Posted (edited)

Thank you! Yeah just by listening, there aren't too many to sift through in the weapon packs, and sorting the wems by duration, the longest tracks are usually always the specific sounds I'm after in this case, which makes things easy to find.

 

EDIT: Combing through the hit/body-blow sounds was much more tedious, listening intently to 1,500 tracks for the ones I needed 🙂

Edited by CaptainJack
  • 1 month later...
Posted (edited)

Hey there! I just wanted to ask if any more research was being done on these formats? 🙂

 

From my unpacking, it sees the game uses WEM exclusively, and sadly, having to listen to 1510 sound effects over and over isn't exactly ideal, so I was wondering if any further attempts were made. 🙂 I do have wwiser, but it doesn't seem to be fully usable, at least from my own attempts.

 

Soundmetadata.bin appears to contain folder names as well, and I also noticed that the s_debug command with the GreatCircleFix mod only displays the names and IDs of external sources, not local soundbanks.

 

UPDATE: I've noticed that with the soundmetadata dump, and also the TXTPs generated with wwiser, you can match the events IDs with the WEM IDs.

For example, 1706568437 is the event ID of "play_torch_impact_sizzle". If you generate the TXTP with fx.bnk and structure.bnk, and then view the resulting file, and check the CAkEvent entry, it should contain the corresponding event ID. If you check the .wem entries above, and also the CAkSound entries, the Source lists the same .wem IDs at the top of the TXTP file. The CAkRanSeqCntr tells you these should play at random.

 

For other .bnk files with tons of txtp files, you can use the Filters tab and enter the event ID, or possibly the .wem ID too.

 

I've also noticed that multiple events have multiple txtps, so for 2278143240 (play_closecombat_1p_block), I got up to 23 unique TXTP files, but without setting the "use shorter .txtp names" flag, the file names look nearly identical and it can get confusing pretty quickly. (at least for me)

Edited by Blayer98
  • Like 1
  • 3 weeks later...

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