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- Help with Prey .wem files?
- Help with Prey .wem files?
- Re: Help with Prey .wem files?
- Re: Help with Prey .wem files?
- 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 scriptwavescan.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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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
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
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 scriptwavescan.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 scriptwavescan.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‘sMaybe the
wavescan.bms
needs an update for the files of this game or thevgmstream
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!
Unanswered topics | Active topics
Beyond.a.Steel
Author | Message |
---|---|
ili |
Post subject: Beyond.a.Steel PostPosted: Sun Sep 27, 2020 2:23 pm |
|
wos file look got oggs ww2ogg say Parse error: expected 0x42 fmt if vorb missing any idea is welcome |
Top |
Profile Reply with quote |
brendan19 |
Post subject: Re: Beyond.a.Steel PostPosted: Fri Oct 02, 2020 5:37 am |
|
Share some of the files. |
Top | |
brendan19 |
Post subject: Re: Beyond.a.Steel PostPosted: Fri Oct 02, 2020 5:43 pm |
|
These are opus encoded. |
Top | |
ili |
Post subject: Re: Beyond.a.Steel PostPosted: Sat Oct 03, 2020 9:47 am |
|
it’s too easy for you |
Top | |
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