December 16, 20241 yr 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
December 17, 20241 yr 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 December 17, 20241 yr by CaptainJack
December 18, 20241 yr Localization good job! But how can you find the specific sound files? Find their names or just by listening?
December 19, 20241 yr 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 December 21, 20241 yr by CaptainJack
January 22, 20251 yr 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 January 23, 20251 yr by Blayer98
March 5, 20251 yr Hello, can the tools provided on this topic work on the FRENCH files? I would like to extract the wem files of french indy voice. Thank you in advance if you can help
February 1Feb 1 has anyone found the remaining event names? I have found that I can filter by ID when exporting the sounds with WWiser, and then renaming the exported .txtp as the actual event name. the revolver event names are missing, but the event IDs are present, so I can filter the events, but not by the names. anyone have any luck with exporting more event names?
February 7Feb 7 On 2/1/2026 at 11:06 AM, Krychur said: has anyone found the remaining event names? I have found that I can filter by ID when exporting the sounds with WWiser, and then renaming the exported .txtp as the actual event name. the revolver event names are missing, but the event IDs are present, so I can filter the events, but not by the names. anyone have any luck with exporting more event names? Can I see an example of these for proof?
February 10Feb 10 the process of working with the event names. I'm still missing a bunch of them that weren't included with the initial metadata dump.
June 24Jun 24 On 2/9/2026 at 9:49 PM, Krychur said: the process of working with the event names. I'm still missing a bunch of them that weren't included with the initial metadata dump. How is progress?
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