Parse error expected 0x42 fmt if vorb missing

Name already in use ww2ogg / README.md Go to file T Go to line L Copy path Copy permalink Copy raw contents Copy raw contents Audiokinetic Wwise RIFF/RIFX Vorbis to Ogg Vorbis converter by hcs Standard usage is just which will convert input.bin to input.ogg. You can also specify an output file with -o […]

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  5. Help with Prey .wem files?
  6. Help with Prey .wem files?
  7. Re: Help with Prey .wem files?
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  9. Re: Help with Prey .wem files?
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Audiokinetic Wwise RIFF/RIFX Vorbis to Ogg Vorbis converter by hcs

Standard usage is just

which will convert input.bin to input.ogg.

You can also specify an output file with -o , as in

ww2ogg input.ogg -o output.ogg

If the conversion seemed to go well but you get a nonsense output file

first try setting the alternate packed codebooks:

ww2ogg input.ogg —pcb packed_codebooks_aoTuV_603.bin

then try also setting —no-mod-packets :

ww2ogg input.ogg —no-mod-packets —pcb packed_codebooks_aoTuV_603.bin

You can try other combinations of —pcb , —no-mod-packets , and —mod-packets , but these are the common ones that work.

Parse error: expected 0x42 fmt if vorb missing suggests that the input is not Vorbis data at all, and so it is not supported by this program.

Error opening packed_codebooks.bin means the ww2ogg couldn’t find the packed_codebooks.bin file that comes with the program. Either run ww2ogg in the same working directory as packed_codebooks.bin, or give the path with the —pcb switch

other_dir/ww2ogg input.ogg —pcb other_dir/packed_codebooks.bin

Parse error: invalid codebook id 0x342, try —full-setup

follow the suggestion and use —full-setup

It is a good idea to run the output through revorb to get smaller, cleaner files than ww2ogg generates currently.

Источник

XeNTaX

Game Research Forum

XeNTaX

Game Research Forum

Help with Prey .wem files?

Help with Prey .wem files?

Post by jflieger » Thu Jun 29, 2017 10:13 pm

Re: Help with Prey .wem files?

Post by brendan19 » Thu Jun 29, 2017 11:12 pm

The error you are getting is stating that the .wem files aren’t encoded in vorbis.

It will be either PCM or ADPCM since it is not vorbis as long as the .wem files are from the PC version.

PCM you can just try and raw importing the file into audacity as PCM RAW and if it doesn’t play static, then you’re all good.

ADPCM you can try the tool I have attached to this post to decode it into .wav

If that doesn’t work, upload a sample.

Re: Help with Prey .wem files?

Post by jflieger » Fri Jun 30, 2017 4:35 am

brendan19 wrote: The error you are getting is stating that the .wem files aren’t encoded in vorbis.

It will be either PCM or ADPCM since it is not vorbis as long as the .wem files are from the PC version.

PCM you can just try and raw importing the file into audacity as PCM RAW and if it doesn’t play static, then you’re all good.

ADPCM you can try the tool I have attached to this post to decode it into .wav

If that doesn’t work, upload a sample.

Re: Help with Prey .wem files?

Post by brendan19 » Fri Jun 30, 2017 8:25 am

1. Open up the folder containing the Wwise Sound Tool
2. Hold down shift and right-click inside the folder and choose «Open command window here»

Type the following

Then press enter two times.

Done

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README.md

Audiokinetic Wwise RIFF/RIFX Vorbis to Ogg Vorbis converter by hcs

Standard usage is just

which will convert input.bin to input.ogg.

You can also specify an output file with -o , as in

ww2ogg input.ogg -o output.ogg

If the conversion seemed to go well but you get a nonsense output file

first try setting the alternate packed codebooks:

ww2ogg input.ogg —pcb packed_codebooks_aoTuV_603.bin

then try also setting —no-mod-packets :

ww2ogg input.ogg —no-mod-packets —pcb packed_codebooks_aoTuV_603.bin

You can try other combinations of —pcb , —no-mod-packets , and —mod-packets , but these are the common ones that work.

Parse error: expected 0x42 fmt if vorb missing suggests that the input is not Vorbis data at all, and so it is not supported by this program.

Error opening packed_codebooks.bin means the ww2ogg couldn’t find the packed_codebooks.bin file that comes with the program. Either run ww2ogg in the same working directory as packed_codebooks.bin, or give the path with the —pcb switch

other_dir/ww2ogg input.ogg —pcb other_dir/packed_codebooks.bin

Parse error: invalid codebook id 0x342, try —full-setup

follow the suggestion and use —full-setup

It is a good idea to run the output through revorb to get smaller, cleaner files than ww2ogg generates currently.

About

Convert AudioKinetic Wwise RIFF/RIFX Vorbis to standard Ogg Vorbis

Источник

Genshin Impact Parse Error #18

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

The text was updated successfully, but these errors were encountered:

I’m assuming the files are encrypted, if you dump the wav files none of them are playable.

It has «Unpack to WAV» script that will convert the extracted audio to audio WAV files.
The files created in *ToolsDecoding* are not exactly WAV files, that’s why they are not playable.
I renamed them to WEM, as it should be the extension for the Audiokinetic Wwise audio files.

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Use mortalis13’s fork.

For me the pak is the issue, I’ve tried the External12 provided pak and mortalis13’s branch worked, but with my own paks it did not.

Try the one I provided.

The PCK file you’ve provided contains 3 files with these durations:

Do you have problems converting it to WAV?

The PCK file you’ve provided contains 3 files with these durations:

Do you have problems converting it to WAV?

Thanks for your response, Wwise can successfully detect the files, but it seems that it is having trouble converting them to actual audio files. The same issue occurs with your script. Were you able to successfully extract and play back audio files?

I’ve also tried various other pak extractors (about four different ones), though every one of them had errors extracting as well. I suspect the pak file itself has something different in it

Yes, I’ve extracted WAV files and was able to play them back.

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

Yes, I’ve extracted WAV files and was able to play them back.

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

I just tried the exact same thing on another PC, but it also didn’t work. It returned the tornado but no audio files. Am I missing a dependancy like ffmpeg? how would I find the console output?

Further, processing the entire batch of pak files makes the script keep scanning in a loop, never reaching the tornado or starting to convert files

Try to download the repo to another folder, to start from a fresh point. And I’d start with only 1 PCK file and if the extraction works, add more files.

The console output can be copied from the Windows console when you double click the Unpack to WAV.bat it opens a console window. When the script reaches the end (the tornado) it waits until you press Y/N to remove the source files.

Before closing the window, select the window menu (press the upper-left icon), then Edit -> Select All , then press Enter to copy the selected text.

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

I’m interested a bit

we’ve now got programs that can completely uncover the filenames for Genshin’s audio, if you’re still interested.

of course I would be glad

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

depends what you want, I can just send you the files if it’s 1 or 2.

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Can I join too?
Wyve#9659

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.
@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?
Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

I now datamine for the Genshin Fandom Wiki solely. All the assets are on there, including in-game textures, sprites and everything. If you need any audio files they are also on the wiki. If you do need to contact me, I can be contacted either through the Wiki Discord or a message on my Wiki wall.

Источник

Mysticus92 opened this issue 3 years ago · comments

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

I’m assuming the files are encrypted, if you dump the wav files none of them are playable.

Check the fork I’ve created:
https://github.com/mortalis13/Wwise-Unpacker

It has «Unpack to WAV» script that will convert the extracted audio to audio WAV files.
The files created in *ToolsDecoding* are not exactly WAV files, that’s why they are not playable.
I renamed them to WEM, as it should be the extension for the Audiokinetic Wwise audio files.

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Use mortalis13’s fork.

Use mortalis13’s branch.

For me the pak is the issue, I’ve tried the External12 provided pak and mortalis13’s branch worked, but with my own paks it did not.

Try the one I provided.

Music9.pck.zip

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23

Do you have problems converting it to WAV?

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23

Do you have problems converting it to WAV?

Thanks for your response, Wwise can successfully detect the files, but it seems that it is having trouble converting them to actual audio files. The same issue occurs with your script. Were you able to successfully extract and play back audio files?

I’ve also tried various other pak extractors (about four different ones), though every one of them had errors extracting as well. I suspect the pak file itself has something different in it

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

I just tried the exact same thing on another PC, but it also didn’t work. It returned the tornado but no audio files. Am I missing a dependancy like ffmpeg? how would I find the console output?

Further, processing the entire batch of pak files makes the script keep scanning in a loop, never reaching the tornado or starting to convert files

Try to download the repo to another folder, to start from a fresh point. And I’d start with only 1 PCK file and if the extraction works, add more files.

The console output can be copied from the Windows console when you double click the Unpack to WAV.bat it opens a console window. When the script reaches the end (the tornado) it waits until you press Y/N to remove the source files.

Before closing the window, select the window menu (press the upper-left icon), then Edit -> Select All, then press Enter to copy the selected text.

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

I’m interested a bit

we’ve now got programs that can completely uncover the filenames for Genshin’s audio, if you’re still interested.

of course I would be glad

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

depends what you want, I can just send you the files if it’s 1 or 2.

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

SurRival#3915

On Mon, 25 Jan 2021 at 02:42, Eleiyas ***@***.***> wrote:
Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where
certain voices in the .pck are located so I can do it myself is also a plus
if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like
to invite people personally, so if you can post your discord handle, i’ll
dm it.


You are receiving this because you commented.
Reply to this email directly, view it on GitHub
<#18 (comment)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/ASSZRMURUQYNETPUDLRGGXDS3VDIXANCNFSM4OP7EELA>
.

Can I join too?
Wyve#9659

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

jimBo#3046

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.
@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?
Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

jimBo#3046

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

I now datamine for the Genshin Fandom Wiki solely. All the assets are on there, including in-game textures, sprites and everything. If you need any audio files they are also on the wiki. If you do need to contact me, I can be contacted either through the Wiki Discord or a message on my Wiki wall.

I wanna join… I wanna put the Emiya theme as my main game theme someone help me plz.
Discord ID: UltraX#4985

I’m with Ultra lol invite as well please if possible: Swagsy#8614

butch# 0125
this would be super helpful to know things like this, i’m trying to find enemy audio like the abyss lector’s voicelines, since my only option right now is turning off music and voice and just recording all sound effects and trying to filter out enemy voices through audacity

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#» have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

can i join too?
Trollerr#4495

I’d like to join too becuase I’m trying to dig out the audio and use it on something else BobTheLobster#2629

ShadowDweller#2375, would like to join as well. Looking for a couple of specific sound effects.

Open

Genshin Impact Parse Error #18

Issue Opened

Mysticus92 Opened Issue On Jul 3rd 2020, 5:33

Mysticus92

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it? External12.zip

Comment

Renari commented on 2 years ago

Renari

I’m assuming the files are encrypted, if you dump the wav files none of them are playable.

Mortalis13

Check the fork I’ve created:
https://github.com/mortalis13/Wwise-Unpacker

It has «Unpack to WAV» script that will convert the extracted audio to audio WAV files.
The files created in *ToolsDecoding* are not exactly WAV files, that’s why they are not playable.
I renamed them to WEM, as it should be the extension for the Audiokinetic Wwise audio files.

Comment

Yuuiko commented on 2 years ago

Yuuiko

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it? External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Comment

Renari commented on 2 years ago

Renari

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it? External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Use mortalis13’s fork.

Comment

Yuuiko commented on 2 years ago

Yuuiko

Use mortalis13’s branch.

For me the pak is the issue, I’ve tried the External12 provided pak and mortalis13’s branch worked, but with my own paks it did not.

Try the one I provided.

Music9.pck.zip

Mortalis13

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23 

Do you have problems converting it to WAV?

Comment

Yuuiko commented on 2 years ago

Yuuiko

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23 

Do you have problems converting it to WAV?

Thanks for your response, Wwise can successfully detect the files, but it seems that it is having trouble converting them to actual audio files. The same issue occurs with your script. Were you able to successfully extract and play back audio files?

I’ve also tried various other pak extractors (about four different ones), though every one of them had errors extracting as well. I suspect the pak file itself has something different in it

Mortalis13

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

Comment

Yuuiko commented on 2 years ago

Yuuiko

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

I just tried the exact same thing on another PC, but it also didn’t work. It returned the tornado but no audio files. Am I missing a dependancy like ffmpeg? how would I find the console output?

Further, processing the entire batch of pak files makes the script keep scanning in a loop, never reaching the tornado or starting to convert files

Mortalis13

Try to download the repo to another folder, to start from a fresh point. And I’d start with only 1 PCK file and if the extraction works, add more files.

The console output can be copied from the Windows console when you double click the Unpack to WAV.bat it opens a console window. When the script reaches the end (the tornado) it waits until you press Y/N to remove the source files.

Before closing the window, select the window menu (press the upper-left icon), then Edit -> Select All, then press Enter to copy the selected text.

Xikari789

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

Mortalis13

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

Comment

Eleiyas commented on 2 years ago

Eleiyas

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

Comment

Shat-sky commented on 2 years ago

Comment

Eleiyas commented on 2 years ago

Eleiyas

I’m interested a bit

we’ve now got programs that can completely uncover the filenames for Genshin’s audio, if you’re still interested.

Comment

Shat-sky commented on 2 years ago

Comment

Eleiyas commented on 2 years ago

Eleiyas

of course I would be glad

https://discord.gg/t4EBz4aY

Comment

SurRival commented on 2 years ago

SurRival

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

Comment

Eleiyas commented on 2 years ago

Eleiyas

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

depends what you want, I can just send you the files if it’s 1 or 2.

Comment

SurRival commented on 2 years ago

SurRival

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

Comment

Eleiyas commented on 2 years ago

Eleiyas

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Comment

SurRival commented on 2 years ago

SurRival

SurRival#3915

On Mon, 25 Jan 2021 at 02:42, Eleiyas notifications@github.com wrote:

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where
certain voices in the .pck are located so I can do it myself is also a plus
if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like
to invite people personally, so if you can post your discord handle, i’ll
dm it.


You are receiving this because you commented.
Reply to this email directly, view it on GitHub https://github.com/Vextil/Wwise-Unpacker/issues/18#issuecomment-766724377,
or unsubscribe https://github.com/notifications/unsubscribe-auth/ASSZRMURUQYNETPUDLRGGXDS3VDIXANCNFSM4OP7EELA .

Comment

Nierwyv commented on 2 years ago

Farsdewibs0n

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

jimBo#3046

Comment

Kvlon commented on 1 year ago

Kvlon

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

Comment

Eleiyas commented on 1 year ago

Eleiyas

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.
@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?
Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

jimBo#3046

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

As we have a few members now and this is better kept under-wraps, I’d like to invite people personally, so if you can post your discord handle, i’ll dm it.

Could I join too? 😊
Kalon#6347

I now datamine for the Genshin Fandom Wiki solely. All the assets are on there, including in-game textures, sprites and everything. If you need any audio files they are also on the wiki. If you do need to contact me, I can be contacted either through the Wiki Discord or a message on my Wiki wall.

UltraXDZN

I wanna join… I wanna put the Emiya theme as my main game theme someone help me plz.
Discord ID: UltraX#4985

Comment

Swagsy commented on 1 year ago

Swagsy

I’m with Ultra lol invite as well please if possible: Swagsy#8614

Roachdaripper

butch# 0125
this would be super helpful to know things like this, i’m trying to find enemy audio like the abyss lector’s voicelines, since my only option right now is turning off music and voice and just recording all sound effects and trying to filter out enemy voices through audacity

Trollerr

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.
I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#» have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

can i join too?
Trollerr#4495

Mysticus92

Genshin Impact Parse Error

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

Renari

I’m assuming the files are encrypted, if you dump the wav files none of them are playable.

mortalis13

Check the fork I’ve created:
https://github.com/mortalis13/Wwise-Unpacker

It has «Unpack to WAV» script that will convert the extracted audio to audio WAV files.
The files created in *ToolsDecoding* are not exactly WAV files, that’s why they are not playable.
I renamed them to WEM, as it should be the extension for the Audiokinetic Wwise audio files.

yuuiko

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Renari

I tried extracting the .pck file from Genshin Impact, but I get this error.
«Parse error: expected 0x42 fmt if vorb missing»
Could you please fix it?
External12.zip

@Mysticus92
Where did you find this pak file? I’m having issues extracting too but it seems to be my paks that are the issue not the programs

Use mortalis13’s fork.

yuuiko

Use mortalis13’s branch.

For me the pak is the issue, I’ve tried the External12 provided pak and mortalis13’s branch worked, but with my own paks it did not.

Try the one I provided.

Music9.pck.zip

mortalis13

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23

Do you have problems converting it to WAV?

yuuiko

The PCK file you’ve provided contains 3 files with these durations:

01:28
00:00 (less that 1 s)
01:23

Do you have problems converting it to WAV?

Thanks for your response, Wwise can successfully detect the files, but it seems that it is having trouble converting them to actual audio files. The same issue occurs with your script. Were you able to successfully extract and play back audio files?

I’ve also tried various other pak extractors (about four different ones), though every one of them had errors extracting as well. I suspect the pak file itself has something different in it

mortalis13

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

yuuiko

Yes, I’ve extracted WAV files and was able to play them back.

What I did:

  • put the Music9.pck file to the Game Files folder
  • run the Unpack to WAV.bat
  • check the WAV folder after the script finished, it contains 3 extracted files

The 3 files are .wav and should be playable with any audio player.
You can also convert them to MP3 if you like but that’s optional as you already have the raw extracted data.

If you have any errors post the console output here.

I just tried the exact same thing on another PC, but it also didn’t work. It returned the tornado but no audio files. Am I missing a dependancy like ffmpeg? how would I find the console output?

Further, processing the entire batch of pak files makes the script keep scanning in a loop, never reaching the tornado or starting to convert files

mortalis13

Try to download the repo to another folder, to start from a fresh point. And I’d start with only 1 PCK file and if the extraction works, add more files.

The console output can be copied from the Windows console when you double click the Unpack to WAV.bat it opens a console window. When the script reaches the end (the tornado) it waits until you press Y/N to remove the source files.

Before closing the window, select the window menu (press the upper-left icon), then Edit -> Select All, then press Enter to copy the selected text.

Xikari789

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

mortalis13

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

Eleiyas

I was able to get the playable .wav files using mortalis13’s branch, but most of the voice lines seem to be cut off right at the end, is this an unpacker issue or what.

I’m trying to get voice lines for a music project.

The project uses external tools for decoding files:

  • quickbms.exe wich executes a custom script wavescan.bms (this creates Audiokinetic Wwise (WEM) audio files, as I understand these are not playable by audio players)
  • vgmstream-cli.exe converts WEM files to WAV‘s

Maybe the wavescan.bms needs an update for the files of this game or the vgmstream tool needs some specific parameters.
Or if the tools do their job as they should, then maybe the game files are encoded this way (e.g., the endings of some voice audio are in another files and the game combines the pieces during the gameplay).

vgmstream-cli.exe needs an update, that is all. we (there’s a group of us ripping genshins audio), had this issue, but after updating vgmstream, it works fine.

@mortalis13 — the files in genshin, unlike the example on OP of «life is strange» are not named at all and come out as «pack#_track#»
have you found anyway of de-obfuscating the file names?

Also, if anyone on this thread wants to help us, please reply to this and I’ll pop a discord invite. We are ripping all audio in the game and cataloguing it. It’s lengthy work, but it’s quite fun.

Shat-sky

Eleiyas

I’m interested a bit

we’ve now got programs that can completely uncover the filenames for Genshin’s audio, if you’re still interested.

Shat-sky

of course I would be glad

Eleiyas

SurRival

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

Eleiyas

May I have an invite as well? I’m looking to extract a certain voice or politely ask for information on how to extract things.

depends what you want, I can just send you the files if it’s 1 or 2.

SurRival

Oh, just Klee’s death where’s she says, «yay, I did it.» Knowing where certain voices in the .pck are located so I can do it myself is also a plus if I want something later. But the one file would be great, thanks!

Unanswered topics | Active topics

Beyond.a.Steel

Author Message

ili

Post subject: Beyond.a.Steel

PostPosted: Sun Sep 27, 2020 2:23 pm 



Joined: Wed Sep 17, 2014 2:28 pm
Posts: 81

wos file look got oggs

ww2ogg say

Parse error: expected 0x42 fmt if vorb missing

any idea is welcome
thank’s

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Profile  

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brendan19

Post subject: Re: Beyond.a.Steel

PostPosted: Fri Oct 02, 2020 5:37 am 



Joined: Fri Aug 08, 2014 11:25 am
Posts: 144

Share some of the files.
Usually that error means that it’s not encoded using vorbis.

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brendan19

Post subject: Re: Beyond.a.Steel

PostPosted: Fri Oct 02, 2020 5:43 pm 



Joined: Fri Aug 08, 2014 11:25 am
Posts: 144

These are opus encoded.
The files you provided can be decoded by vgmstream with no problem :)

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ili

Post subject: Re: Beyond.a.Steel

PostPosted: Sat Oct 03, 2020 9:47 am 



Joined: Wed Sep 17, 2014 2:28 pm
Posts: 81

it’s too easy for you
great, thank you

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