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Mortal Kombat X sound format

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Seifer29, posted Mon Apr 27, 2015 3:46 pm (4857)


Hey guys, any idea where the combat sounds are located? Stuff like the gibberish that Liu Kang/Raiden say during their special moves. I was able to extract the sounds from the SND_SPEECH_RAIDEN_ENG.xxx for example, but it seems to only contain his intro quotes and none of the fighting sounds.

There is another .xxx file named SND_COMBAT_All.xxx, but it is kind of a smaller file, so I doubt it would contain all the combat sounds for all the different characters, but I could be wrong. When I tried to extract the sounds using id-daemon2's tool, it didn't output anything like it did with the other files. Is it possible that the tools aren't extracting all the sounds from the xxx files and that they might actually be in there? Wish I knew more about this stuff, but I am lucky to get even this far (thanks to you guys).

Thanks in advance.
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id-daemon, posted Mon Apr 27, 2015 4:05 pm (4860)


n97t7f7b57f wrote:
I'm talking about SND_ packages.
There is no unencrypted fsb data.


Ah, ok. I was thinking about CHAR_ packages.

n97t7f7b57f wrote:
But first task for us now is to find an accurate way to nametable offset


Ok. First you find all files of type "FmodEventFile" in the package. Then you go to each of them, read the property list in the beginning (this can be variable size, and you have to use package nametable to read it). Then after this you have your nametable.

But i personally don't see any use in .fsb filenames, so you can just find all "DataSourceBank" files and read offsets from there.
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id-daemon, posted Mon Apr 27, 2015 4:08 pm (4862)


Seifer29 wrote:
When I tried to extract the sounds using id-daemon2's tool, it didn't output anything like it did with the other files.


This is because of unknown problem with these .fsb files. There are either some incompatibility, or error in fmod library. I made a workaround for these small files, but it often cuts the end of the sound. No solution for this now.

Have you tried to use "music player ex" for these .fsb files ?
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Seifer29, posted Mon Apr 27, 2015 10:53 pm (4880)


So I was able to play the sounds from SND_COMBAT_All.xxx using music player ex. It was filled with all the impact sounds (blocking, whooshing, bone-breaking, etc). Didn't have any of the character's battle sounds, though. Hmm, wonder where they are at. I also tried playing the 4 different fsb files from SND_SPEECH_RAIDEN_ENG.xxx using music player ex. It still only played the character intro dialogues, but no combat sounds.

So not really sure if the fight sounds are just located in another xxx file somewhere or if the sounds just aren't being picked up due to the incompatibility/error you mentioned.
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n97t7f7b57f, posted Tue Apr 28, 2015 7:01 am (4884)


id-daemon2 wrote:
aluigi wrote:
Maybe the size is aligned?
these 32 bytes are added by the engine. This is just an information for those who want to extract them.

these 32 bytes are
Code:
[delimiter Int64][null]
[filesize][filesize][null]
[fileoffset][null]
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id-daemon, posted Tue Apr 28, 2015 3:12 pm (4896)


n97t7f7b57f wrote:
But first task for us now is to find an accurate way to nametable offset


if you need more details on this, i can explain. This is all about the UE packages. That's what gildor's tools do.
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n97t7f7b57f, posted Wed Apr 29, 2015 9:41 pm (4912)


MKX_FMOD_Extractor beta 0.3
Extraction of fmod(sound) files (.fev and .fsb)
from decompresed MKX packages(.XXX)

Put your decompresed XXX in "input" folder
Run "1_extract_fmod.bat"
In "FMOD" folder you will find decrypted fev's and fsb's

Run "2_extract_wav.bat"
to extract all audio from fsb in wav format

upd. updated fsb_aud_extr.exe

MKX_FMOD_Extractor0.3.zip

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Egor705, posted Thu Apr 30, 2015 10:54 am (4914)


n97t7f7b57f wrote:
MKX_FMOD_Extractor beta 0.2
Extraction of fmod(sound) files (.fev and .fsb)
from decompresed MKX packages(.XXX)

Put your decompresed XXX in "input" folder
Run "1_extract_fmod.bat"
In "FMOD" folder you will find decrypted fev's and fsb's

Run "2_extract_wav.bat"
to extract all audio from fsb in wav format


Does it works with CHAR_Scorpion_C (for example) or only with SND_...xxx?
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n97t7f7b57f, posted Thu Apr 30, 2015 2:46 pm (4916)


Egor705 wrote:
Does it works with CHAR_Scorpion_C (for example) or only with SND_...xxx?

tested on CHAR_Jason_A.xxx and char_aztec_a.xxx
should work with any MKX package.

bug repotrs are welcome
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interloko, posted Thu Apr 30, 2015 3:19 pm (4920)


I'm having troubles with most of the characters SFXs
I was able to extract just Baraka, Jax, MasterMale, Rain, Sindel and Tanya

This is what I made:
1- decompress CHAR_character.xxx with decompress.exe by Gildor
2- use your tool
If I use fsb_aud_extr.exe then it "freeze" when try to export the encrypted SFXs fsb. Not really freeze, just run but extract nothing, or extract just 1 or 2 and don't pass to next file.

If I change fsb_aud_extr for fsbext then extracts all but SFX and VO are in ogg format but I can't convert them to wav =/

In the other hand, the few SND_SPEECH_char_language I tried worked great.
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id-daemon, posted Thu Apr 30, 2015 5:25 pm (4925)


OK, here's temporary workaround for these small sounds which freezes the extractor.

Somehow (i think by error in fmod official library) for MONO files, instead of sound length in bytes it returns twice smaller number, and then hangs when i try to read the sound. So I make it double the size only for mono files. That is wrong, but it works now. 2-,4-,6-channel files extracts without this problem. Suggestions welcome.

p.s. there was no error. See below.
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interloko, posted Thu Apr 30, 2015 5:37 pm (4926)


Thanx for the update
Now extract a lot of sounds of the problematic SFXs fsb but crash. I'm not sure if extract them all or not

Edit:
I made a quick test with CHAR_QuanChi_A.xxx
Made a comparission with the number of files (ogg) extracted by fsbext, and using fsb_aud_extr it crash when were extracting a NOT encrypted fsb (7071719.fsb) so not all of the VO sounds were extracted
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id-daemon, posted Thu Apr 30, 2015 5:55 pm (4927)


interloko wrote:
Thanx for the update
Now extract a lot of sounds of the problematic SFXs fsb but crash.


send me the files in pm, i'll check it.
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interloko, posted Thu Apr 30, 2015 6:15 pm (4928)


Just uploaded the problematic file because my internet sucks. Tell me if you need something more
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id-daemon, posted Thu Apr 30, 2015 7:57 pm (4933)


Ok, problem was when the whole FSB file is marked as stereo, then fmod extracts all individual files as stereo, though they all can actually be mono. The same is probably true for other channel combinations.

So this new version ignores what's written in individual sound properties, and extracts all the files with the channel count given in FSB. At least it works for all files that i have now.

UPDATE: new version uploaded:
viewtopic.php?f=6&t=833&p=5209#p5209
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interloko, posted Thu Apr 30, 2015 8:11 pm (4934)


Working great right now.
Tested with 2 files and no crashes
Thank you very much!
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Equimanthorn02, posted Fri May 01, 2015 5:00 pm (4965)


The tool works great! I've spent a lot of time yesterday looking for an fsb5 splitter tool in order to be able to rebuild all the banks from Dark Souls II Scholar of the First Sin with FMOD Designer, and today I stumble upon this lovely thread. Your tool is a hell of a lot more convenient than what I had planned to do while still outputting the same results as FMOD designer (Actually, when working with FMOD Designer, the decoded .wav files in the rebuilt banks have ~10 samples of silence added to the end, but when compared to the max sample counts shown by Aezay's extraction tool, you'll find that these extra samples do not belong to the files, only when cutting them off the sample counts match both the sample counts shown in Aezay's tool as well as the ones of the outputs from your tool).

So, thanks a lot!
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kylelogan2, posted Fri May 08, 2015 7:50 am (5115)


So ive dug through all of the SND files looking for raiden flying gibberish. the closest thing ive found is in the tes your might SND file, called Voc.Ra.kata2 or somthing which is his second gibberish file, yet it doesn't have the first.

has anyone else found it? or have it? would love to know.


Also thanks to the guys who made these extractors, amazing work for something id have 0 clue to do on my own
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brendan19, posted Fri May 08, 2015 4:35 pm (5125)


Whenever I use this tool, it outputs the .wav file without the filename from the FSB.

I can't batch convert them because of this issue :(

Input1.fsb --> .wav
Input2.fsb --> .wav (Overwrites previous conversion)
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id-daemon, posted Fri May 08, 2015 4:54 pm (5126)


What game do you decode?
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brendan19, posted Fri May 08, 2015 4:57 pm (5127)


Ori and the Blind Forest
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AlphaTwentyThree, posted Fri May 08, 2015 9:41 pm (5133)


Really nice work there!!!
Now it would be BRILLIANT if somebody could write an FSB5 splitter/rebuilder that works like fsbii with one file per fsb so one can use fsb_aud_extr.exe on single files.
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AlphaTwentyThree, posted Fri May 08, 2015 9:43 pm (5134)


Else, are we actually getting closer to rebuilding working ogg headers from out of fsb files? That would be one of the biggest steps in latest VGM history.
I'd be happy to see this because I've kept all the fsb archives from games that were unrippable until now. :)
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AlphaTwentyThree, posted Sun May 10, 2015 7:44 am (5170)


Is anybody working on an FSB5 splitter? Basically it only needs to work with thee decoding tool, nothing more!
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