I wanted to create a new soundset using lines already within the game. But I can't seem to find any .wav files anywhere.
Any way of getting the audio source files?
Débuté par
Looy
, déc. 06 2009 12:55
#1
Posté 06 décembre 2009 - 12:55
#2
Posté 06 décembre 2009 - 10:38
Because the game doesn't use .wav files. Uncompressed audio uses way too much space. They use a .fsb file which allows for multiple sound files to be put inside a single one.
#3
Posté 06 décembre 2009 - 10:44
Yeah... but is there anyway to get the .wav files back, thats more what I was asking.
#4
Posté 06 décembre 2009 - 11:06
I believe it is possible to extract the wav files from the fsb files, but I'm not certain how.
#5
Posté 06 décembre 2009 - 11:12
I'm tracking down some .fsb extractors now. Most of them are horribly outdated and don't support the .fsbs used in DA.
#6
Posté 07 décembre 2009 - 03:52
I use MusicPlayerEx. Seems to work well and you can convert files to other formats.
#7
Posté 07 décembre 2009 - 07:57
Thanks, that works like a dream.
#8
Posté 15 décembre 2009 - 10:33
When I get home, I'll try to figure out where I got the utilities I'm using. The end result is a folder filled with MP3s from the FSB file.
#10
Posté 16 décembre 2009 - 04:00
I managed to open it with MusicPlayerEx and Audacity but all the musics are bunched up together in a single file. Is there any simple way to separate them?
#11
Posté 16 décembre 2009 - 04:34
I use fsbext
Here's a location
http://hl.altervista...pers/fsbext.zip
which I found somewhere else in this forum. All you have to do is drag and drop the .fsb onto the program and all the individual .wav files are extracted
Here's a location
http://hl.altervista...pers/fsbext.zip
which I found somewhere else in this forum. All you have to do is drag and drop the .fsb onto the program and all the individual .wav files are extracted
Modifié par Nitro9a, 16 décembre 2009 - 04:34 .
#12
Posté 16 décembre 2009 - 06:01
Thanks, Nitro9a, that worked.
#13
Posté 27 décembre 2009 - 05:26
The VO files work great but when I extract the sound effect files, nothing can play them or even open them. Does anyone know of a fix for this? I would love to use the sound effects from Dragon Age in some of my other games, they're the best. Sound effects are located in glo_fly_wep.fsb and a few others.
#14
Posté 28 décembre 2009 - 07:42
Use MusicPlayerEx for extraction and everything works fine
#15
Posté 01 janvier 2010 - 01:07
Thanks King, works great! And thanks Bioware for such great sound effects. They have really set the bar with these, same goes with the VO. But we knew that a long time ago.
#16
Posté 03 janvier 2010 - 02:58
Could this program be used to alter the original sound music files in the game? The combat music is far too loud and I would love to be able to tweak the levels.
#17
Posté 04 janvier 2010 - 07:37
Some of the sound files are only in .fev, no .fsb format. i.e., pre100cs_cailan_charge.fev. How do I extract the sounds from these?
EDIT: Turns out the fsb file just had a slightly different name.
EDIT: Turns out the fsb file just had a slightly different name.
Modifié par FergusM, 04 janvier 2010 - 07:48 .
#18
Posté 08 janvier 2010 - 07:08
Ach du lieber! What a mess.
I've tried the following:
1) Aezay's DAExtractor: which extracted the music fantastically, but I can't open any of the sound effect wavs): http://social.biowar.../9/index/295486
2) fsbtext extractor: which seems to do the same thing, that is, extracts the music but not the sound effects. http://social.biowar.../9/index/295486
3) MusicPlayerEx: which does extract the sound effects files but names them after the library they were extracted from (eg global_amb_glo_1, eg. global_amb_glo_2), so the names are no longer descriptive. The thought of listening to the thousands of sound effects and renaming them is, well, terrifying. http://social.biowar...73/index/385958
Anything else out there I should be trying? FMOD can create fsb files, so why can't it open them and allow you to copy them to other projects?
I've tried the following:
1) Aezay's DAExtractor: which extracted the music fantastically, but I can't open any of the sound effect wavs): http://social.biowar.../9/index/295486
2) fsbtext extractor: which seems to do the same thing, that is, extracts the music but not the sound effects. http://social.biowar.../9/index/295486
3) MusicPlayerEx: which does extract the sound effects files but names them after the library they were extracted from (eg global_amb_glo_1, eg. global_amb_glo_2), so the names are no longer descriptive. The thought of listening to the thousands of sound effects and renaming them is, well, terrifying. http://social.biowar...73/index/385958
Anything else out there I should be trying? FMOD can create fsb files, so why can't it open them and allow you to copy them to other projects?
#19
Posté 08 janvier 2010 - 08:52
@ Qutayba: fsbext (also mentioned by Nitro9a above) has worked fine for me to extract sound files, but it does have the unfortunate side-effect that the .wavs have no formatting data associated with them, so they have to be converted to be used. When you say fsbext doesn't work for the sound effects, is the problem you're encountering that they are extracted, but then cannot be played in something like windows media player? If that's the case, you can use Goldwave to do a batch processing conversion to the proper .wav format.
#20
Posté 08 janvier 2010 - 08:53
Avaeren: yes, that's my problem. They have a .wav extension but can't be played. I'm trying Goldwave, but it can't seem to read them either and plays them back as very loud static. It wants to read them as .vox or .raw files. Any ideas? Apparently the music and VO uses a different format of .wav from the sound effects.
#21
Posté 08 janvier 2010 - 11:35
I've been using fsbext to extract VO; Goldwave plays the wavs fine unconverted, and running the batch processor to convert to the proper .wav format allows the files to then be played in WMP and in-game without issue. Just for curiosity's sake, I downloaded the version of fsbext in the thread you linked; the zip file header on that download is corrupted, and the modification date on the fsbext.exe is February 2009. The modification date on the fsbext.exe I linked to in my post above is July 2009; it's possible you have a bad version of fsbext - I'd suggest you delete the version you have and try downloading the version I linked above (link). I'm not 100% sure if that's where I downloaded my copy, but it does have the July 2009 modification date on the .exe.
#22
Posté 09 janvier 2010 - 09:55
KingEtzel, MusicPlayerEx seems to be the only one that can successfully extract the sound effects wavs. However, it names them all after the library and not the individual sound (it therefore doesn't extract them and name them in alphabetical order). Are you aware of any settings in the player that will extract the files with the individual file names (much as the music/vo fsb extractors do)?
Avaren, I had the newer version of fsbext, and it works fine for the VO and music libraries (which I need, too, so I'm halfway there!) But sound effects libraries seem to be formatted differently. MusicPlayerEx seems to be the only one that can read and extract the sound effects, but it doesn't give them a distinctive name or arrange them in any recognizable order (you get, in essense "sound_1.wav" through "sound_1289.wav" and you'd have to listen to each one to determine if it is a chicken, a windmill, or deathmoan. fsbext extracts the sound effects files as wavs with their proper names, but does so in a format that FMOD, Goldwave, or any other player can't read.
Avaren, I had the newer version of fsbext, and it works fine for the VO and music libraries (which I need, too, so I'm halfway there!) But sound effects libraries seem to be formatted differently. MusicPlayerEx seems to be the only one that can read and extract the sound effects, but it doesn't give them a distinctive name or arrange them in any recognizable order (you get, in essense "sound_1.wav" through "sound_1289.wav" and you'd have to listen to each one to determine if it is a chicken, a windmill, or deathmoan. fsbext extracts the sound effects files as wavs with their proper names, but does so in a format that FMOD, Goldwave, or any other player can't read.
#23
Posté 09 janvier 2010 - 11:26
Ah, I see; I'd been able to successfully extract files from both the VO and sound directories, but yes, it does seem some of the .fsb files in the sound directory don't extract properly. Sorry for misunderstanding what you were doing previously, I hadn't expected that some of the files would extract properly, while other files in the same directory do not. I've tried a few different extractors on those files, and none of them recognise the format.
#24
Posté 10 janvier 2010 - 04:57
EJ42 wrote...
When I get home, I'll try to figure out where I got the utilities I'm using. The end result is a folder filled with MP3s from the FSB file.
From my brother, ED-SKaR: All this talk of .wavs is silly. I would like to know what program you're using to extract MP3s. Thanks in advance.
From me: I'd just like to know how to extract them in the first place. If you extract them as .wavs, is it possible to convert the files to MP3s?
Truby-Liz
#25
Posté 10 janvier 2010 - 09:20
Some of the fsb folders have mp3 in their name, so conceivably there are files that can be extracted without conversion. The reason, though, that we're going on about wavs is that FMOD seems to work primarily with wav files. So if you just want to listen to the music, mp3's are better in theory (don't know how much is lost with the various extractions and conversions). But if you want to play around with sounds in the toolset, wavs seem to be the basic building block.





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