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Disneyland Adventures (Steam/PC) - Extracting Voices

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Disneyland Adventures has been my newest favorite game on Steam, and I had thought about extracting the voiced files from the game's files/archive rather than just recording them in-game. The problem is that all of the .bnk files are .aux files, and I think it applies to both the characters and the ride attractions, but they all have [pre] in its name with the audio length of 0:00 instead of its regular audio length.

Take Pluto for examples - If I try to rename the file “english_vo_park_pto_int_bnk_b.aux” to a .bnk, and drag it over to Foobar2000 (with VGMStream), it’ll have all the list of voiced lines, but each track has the word [pre] with the audio length of 0:00.

image.thumb.png.fe6e11be96dd000644f396dd26557ac2.png

I have other examples, but I'll place the link from Mediafire here (apparently, most of them have about 200-300 voice lines that are unplayable because of the whole [pre] problem): https://www.mediafire.com/folder/k1vybw110u2o9/PC_-_Disneyland_Adventures_(English%3B_pre)

 

I’ve tried using Wwise-Unpacker-Revamped, but it didn’t work because the program didn’t give me all of the voice lines that were from the file:

image.thumb.png.909d822985d7f1031a96fb2b97fec896.png

 

I’ve also tried using Ravioli Explorer, but that also didn't work, which is why this game isn't supported:

image.png.bf3c15482a33a64ea53bcf2ea506d237.png

 

Then I did some research about .bnk files and the whole [pre] situation and came up on this information (note: I had to re-wordify it since the whole Google AI thing is annoying):

  • Pre means that some voice lines are not labeled correctly and have a duration of "0:00" instead of the regular audio length even though it contains actual audio. I don't think it's considered a corrupted or unsupported file, but there appears to be a problem in preprocessing or metadata that is associated with the files within the game archives. I think that might be when I rename from an .aux file to a .bnk file, I think that's what's causing the file to become unstable.
  • Cut means that some voice lines are either incomplete, unrecorded, or shorter than a certain threshold (under 1 second), so I'm assuming that whenever you play the audio of the voice line, only the beginning part of the audio is played, but the rest will be cut off.


Then I’ve tried OpenNaja/Cobra-tools and upon viewing its contents, it shows a list of bnk files. I don’t know how to extract them but moving them to the file folder and implementing them into Foobar4000 will still identify it as a corrupted/unsupported file. It could be that the .bnk files are stored in OVL files. I tried to follows these steps, but they were confusing:

1.) Double click ovl_tool_gui.py to start the main tool or open CMD in folder of the script and type py ovl_tool_gui.py.

2.) Open an OVL file.

3.) Unpack the OVL file to a folder.

4.) Modify the extracted files.

5.) Inject modified files into OVL.

6.) Save OVL and test.

 

Overall, it must have something to do with the .wem files somehow, and I assume it’s going to be a long process since most people have not encountered this issue before. But right now, I'm just stuck. If anyone can help me with this, I'd really appreciate it!

  • Supporter

Seems like they are not standard wav files or they are compressed.

Edited by h3x3r

  • Supporter

You still get nothing usable. The *.bnk is valid.

As you can see the chunk size is way bigger than file size.

image.thumb.png.ddd20bfaecf5671cbf4038600ac78594.png

So my guess is there's compression or even better encryption.

bnkextr.7z

Edited by h3x3r

  • Supporter

H3x3r is right, the file has some of encryption/compression, i made a tool in python, that do exactly the file bnkextr.7z, unpack the .wem files.

suggestion try, to search on web for the audio files for the desenvolep maybe you find something about it.

 

  • 3 weeks later...
  • Localization

Hey!Sorry so late. Actually, nothing is wrong about the bnk fies you posted. As we know, the bnk files will contain real sound files most fo the times, but sometimes not. Wwise audio files wiil be controled by "wwise event"

Therefore, a BNK file may also simply store events and a small snippet of preview audio—i.e., the “pre” audio file. In other words, when a BNK contains a pre audio file, it usually indicates that the actual, complete audio resides elsewhere. In games that use Wwise, audio not embedded in the BNK is generally referred to as a stream file and typically exists outside the BNK as standalone WEM files.

To locate the complete audio asset referenced by a BNK file, just look for a file with the same base name. For example, if the BNK contains a file named 11770697[pre], search for 11770697. You will usually find a much larger file—this is the real media asset. 

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