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Mass Effect 3 Audio Extraction Tool (for .afc, .pcc, .sfar files) - Updated 25-05-2012


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#1
kyp108

kyp108
  • Members
  • 23 messages
Hiya!

I've updated my afc2ogg tool used to extract audio (music, voices, fx) from ME2, so now it works with Mass Effect 3.

You can get it here: 
http://kypapps.co.cc/index.php/afc2ogg 

Or a direct download if the site above doesn't work:
https://dl.dropbox.c...actor-1.4.1.zip


Alternative (only for .afc files):
Rick/Gibbed from gib.me seems to be working on some Mass Effect 3 tools, including an audio extractor much more complex than mine. You can download the latest revision from his site here: http://svn.gib.me/builds/masseffect3/ 
Basically, use his tool over mine for all the dialogue files as it's faster and gives more options, stick with mine for .pcc files for SFX, and for DLC files.


Update:
I've now released version 1.4.1 of this tool. It works both with ME3 and ME2 (and perhaps some other games). It should be more stable than the previous version.

New in version 1.4.1:
- Fixed a bug that made some DLC (both ME2 and ME3) unextractable

New in version 1.4:
- Converts not only .afc files, but also .pcc (for SFX), .sfar (for DLC content) and any other provided there are audio waves inside.
- Many and more bugfixes and improvements
- An actual progress bar
- Conversion executes in separate thread now, so the program is movable when converting 



Some[color=rgb(128, 0, 0)"> to clear out any problems:

Q: How can i extract my audio files?
A:
1) Download the tool and extract it somewhere. Be sure to extract the data folder to the same place as the executable file. 
2) -If you wish to extract all files, click on 'Get ME3 install dir'
    -If you want to extract specific files, select the other option and go to  Mass Effect 3\\BIOGame\\CookedPCConsole, then select files you want extracted (SHIFT+click for multiple files)
3) Select output directory and folder creation options (the last one is the best IMO).
4) Now just hit the fat extract button and wait for some time, the progress bar will inform you on your progress (that's what progress bars do).


Q: What kind of files contain what kind of audio?
A: In general, .afc files contain all the music and voices and some SFX. .pcc files contain a ton more SFX (but they also contain a lot of other stuff, that's why scanning them is quite slow). .sfar files seem to contain all DLC content, but beware as there are many languages of audio in a single .sfar file.


Q: Do i want to find files from a specific mission/place? 
A: You know better than me if you do. But be sure to look up this guide by Bravenu3, it is for ME2, but many names seem to be simillar: http://social.biowar...8/index/1447266 

You can also use software such as Process Monitor to check what files are accessed by the game at the specific moment. Note that you need to set up a few filters first, as the number of arising file access events is overwhelming without them (200 000 just for starting the game :P).


Q: What format are the resulting files in?
A: The files are in an .ogg format  


Q: How can i play the audio?
A: For Windows Media Player download these filters and install them: http://xiph.org/dshow (thanks to didymos1120). You can also use pretty much every other audio player out there, i.e. Media Player classic.
For some reasons the audio is cut before the end in VLC, so use something else.


Q: Can i have an .mp3 out of this?
A: Sure, just convert it with something, you can easily do it with Audacity (first open, then export).


Q: Does it work with the demo/full game/DLC/other languages?
A: Yep.


Q: Does it work with Mass Effect 2 files?
A: Indeed it does, for sure with .afc files, but some .pcc files might not be read properly.


Q: I want to use the extraction in my own app, how to do this?
A: First, grab the C# code for splitting the .afc file from here. You will also need ww2ogg to convert the waves to .ogg, and revorb to fix them to be more universally playable.

Modifié par kyp108, 31 août 2012 - 07:41 .


#2
Joel Green

Joel Green
  • BioWare Employees
  • 52 messages
Some of the sounds (especially weapons) are made up of many layers, and are heavily manipulated in the game engine at runtime. You'll have a very tough time trying to recreate them with the individual files, sorry... :(