Rejmont Posted February 19, 2024 Posted February 19, 2024 Hi, I've been trying to extract audio files from an unreal engine 5.3 project game, which has been giving me a lot of trouble, Since I'm no programmer, and unskilled in anything programming related I've been going crazy trying to figure it out, my current step is trying to generate a .bms scripit which would allow me to proceed with the extraction but everytime i read the documentation I lose my mind, Is there anyone who has knowledge about this and wouldn't mind giving me a helping hand ? Thanks in advance, Would love to provide any additional information if required.
Rejmont Posted February 19, 2024 Author Posted February 19, 2024 Now, Fmodel allows you open and view the files, but not extract them as audio in many cases, because some of them are inside unreal
Moderators ikskoks Posted February 19, 2024 Moderators Posted February 19, 2024 Maybe try some of these: UE_Tools_List.zip
piggsy Posted February 19, 2024 Posted February 19, 2024 3 hours ago, Rejmont said: Now, Fmodel allows you open and view the files, but not extract them as audio in many cases, because some of them are inside unreal Extract some sound file using Fmodel and send it to me. I'll take a look.
Rejmont Posted February 20, 2024 Author Posted February 20, 2024 What format do you want them in since they come in binka/json/uasset etc
piggsy Posted February 20, 2024 Posted February 20, 2024 4 hours ago, Rejmont said: What format do you want them in since they come in binka/json/uasset etc In UE I saw only sounds that WWISE (wem) and UASSET (ogg). There may be others, but I don't know about them. Send me some different files and I will try to help.
nickp_ Posted April 28 Posted April 28 On 2/20/2024 at 4:21 AM, piggsy said: In UE I saw only sounds that WWISE (wem) and UASSET (ogg). There may be others, but I don't know about them. Send me some different files and I will try to help. Any chance you could help me? I'm trying to use QuickBMS to extract soundbanks (.wem) from Silent Hill 2 Remake - specifically the music and combat, both of which are inside a single soundbank. I've followed all steps per bnnm on Github, but their recommended pck/bnk scripts give me nothing but error messages during extraction. I ultimately used FModel as a workaround to obtain the .wem/.bnk file to load into Wwiser. This led me to my second problem. Wwiser has a cmd to put the .wem file names into the .txtp along with the Wwise event names, but I cannot get this feature to work. Not sure why but I believe it could be due to using FModel instead of QuickBMS, as it's the only step I've had to deviate from. My end goal is to get QuickBMS to work and/or find a way to include the original .wem file names with their referenced Wwise event ID/names. If you could help me out in any way, I'd seriously appreciate it!
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