Habanero Posted August 6 Share Posted August 6 Can anyone help with unpacking/repacking these? I think there are WAV files inside. Sample audio files with filecutter.bms results on one of the files. https://mega.nz/folder/xj8jHRbK#tMmfOU1hJznc_lrJrLOq3g Link to comment Share on other sites More sharing options...
Engineer Rabatini Posted August 6 Engineer Share Posted August 6 pc or xbox? Link to comment Share on other sites More sharing options...
Habanero Posted August 6 Author Share Posted August 6 Sorry, forgot to include that. PC. Link to comment Share on other sites More sharing options...
fignyafsyakaya Posted August 16 Share Posted August 16 (edited) Used this piece of quickBMS-code on couple of archives - extracts wave-data without header since the only data provided in archives are ID and size, nothing more. Wave-data seem to be 16bit PCM but it can have different kHz - sometimes 11025, sometimes 44100, at least in archives I encountered with. Maybe data for kHz is stored somewhere else. get PAKSIZE asize get ARCHNAME basename do get ID long get SIZE long savepos OFFSET string NAME p "%s_%d" ARCHNAME ID if SIZE != 0xFFFFFFFF log NAME OFFSET SIZE endif math OFFSET += SIZE goto OFFSET while SIZE != 0xFFFFFFFF Edited August 16 by fignyafsyakaya Link to comment Share on other sites More sharing options...
Habanero Posted August 16 Author Share Posted August 16 (edited) Yes, apparently the game itself pitch shifts the wavs (the extracted audio sounds deeper than the in-game voices). If you import the PAK files into Audacity as raw data, you can listen to them there as well (in the wrong pitch). I'm uploading all the PAK archives to the MEGA folder if you need more samples to play with. Edited August 16 by Habanero Link to comment Share on other sites More sharing options...
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