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by k1tteh
Tue Dec 29, 2020 4:24 pm
Forum: Game Archive
Topic: [RELEASE] [ENG] [STEAM] Cyberpunk 2077
Replies: 40
Views: 25864

Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

i wrote a python script that splits the soundbanks into (mostly) usable opus files with proper names you can get it here
by k1tteh
Wed Dec 23, 2020 7:49 pm
Forum: Game Archive
Topic: [RELEASE] [ENG] [STEAM] Cyberpunk 2077
Replies: 40
Views: 25864

Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

k1tteh wrote: Thu Dec 17, 2020 11:23 pmsome files have a riff/wav header, format tag for pcm but opus data (3DB1EB9C11E1A414.bin for example)
if anyone wants to write a script for these, one can identify these checking for a hex sequence of 4F 67 67 53 at 0x2C and turn them into a functional .opus file by removing everything before that
by k1tteh
Thu Dec 17, 2020 11:23 pm
Forum: Game Archive
Topic: [RELEASE] [ENG] [STEAM] Cyberpunk 2077
Replies: 40
Views: 25864

Re: [RELEASE] [ENG] [STEAM] Cyberpunk 2077

so i've done some digging into the sound files, they're wwise's WEM files (glorified wav files from what i can tell). however, there are at least 3 different types (in audio_2_soundbanks.archive): some of them have a wFormatTag of 0x0001 (normal PCM), some are 0xFFFE (WAVE_EXTENSIBLE) and some are 0...