Having finished playing the game I decided to get my hands on those pretty sounds and songs in the game
First of all, I must say I'm new here and I'm a noob when it comes to quickbms, I just started getting the hang of it. The script I created is working just fine and I was able to extract all of the FSB5 banks (the format of all sounds in game, I guess) from .PC_RESOURCELIB files stored in folder pc.layoutconfig.
Here's the code:
[spoiler]
ninearts wrote:Having finished playing the game I decided to get my hands on those pretty sounds and songs in the game
First of all, I must say I'm new here and I'm a noob when it comes to quickbms, I just started getting the hang of it. The script I created is working just fine and I was able to extract all of the FSB5 banks (the format of all sounds in game, I guess) from .PC_RESOURCELIB files stored in folder pc.layoutconfig.
Here's the code:
I can extract the segments but combining them is the problem because apparently there some overlaps at the start and end of each segment. Can anyone figure out how to combine the segments properly?
OrangeC wrote:I can extract the segments but combining them is the problem because apparently there some overlaps at the start and end of each segment. Can anyone figure out how to combine the segments properly?
Well, is better than nothing.
But, so when you extract the segment what do you have? A small audio file or similar?
Well each theme in the game is composed of 10 seconds segments. Combining them straight away ius not possible because there are gaps and overlaps that prevent a smooth transition.
OrangeC wrote:Well each theme in the game is composed of 10 seconds segments. Combining them straight away ius not possible because there are gaps and overlaps that prevent a smooth transition.
I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play )
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
ninearts wrote:I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play )
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
ninearts wrote:I've also found out that themes are split into segments, which are of random length. The only thing that remains constant for them is the overlap of 0.4 sec. I used Adobe Audition to put the pcm wav segments together and applied 0.2 sec wave in (except 1 segment) and 0.4 wave out (except last segment). The result caressed my ears LOL. No pops no cracks during play )
I did all manually, it was quite a mastodontic job. I created scripts for waving in and out, but couldn't come up with an idea of batch processing more of this splendid stuff.
any idea where to get the q toggle shooting sound fx ? @_@ like the after math of grenade explosion the *eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii* sound