Aller au contenu

Photo

Any way of getting the audio source files?


  • Veuillez vous connecter pour répondre
37 réponses à ce sujet

#26
EJ42

EJ42
  • Members
  • 723 messages

Truby-Liz wrote...

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 ^_^

I sort of forgot about this post.  Anyway, the utility I was using is called "towav.exe", but I can't remember where I got it.

fsbext.exe will extract the files as MP3 if you use the -a option.

#27
Corbin Netharia

Corbin Netharia
  • Members
  • 102 messages
I just used MusicPlayerEx to extract everything as .wav and then used CDex to convert .wav to .mp3. Works like a charm.



I do wonder, is there any rhyme or reason to the character files? I wanted to listen to the character banters, but it seems like they are all in pieces and mixed into a huge pile of character sounds rather than something you can sit there listening to.

#28
EJ42

EJ42
  • Members
  • 723 messages

Corbin Netharia wrote...

I just used MusicPlayerEx to extract everything as .wav and then used CDex to convert .wav to .mp3. Works like a charm.

I do wonder, is there any rhyme or reason to the character files? I wanted to listen to the character banters, but it seems like they are all in pieces and mixed into a huge pile of character sounds rather than something you can sit there listening to.

There is definitely a reason things are the way they are.  The sound files are named according to the line number of the line of chat in the dialogue file.  The dialogue file is a tree of lines.  The numerical order of the filenames makes little sense out of context.

#29
Qutayba

Qutayba
  • Members
  • 1 295 messages
Is there a way to set MusicPlayerEx to retain the original sound file names from within the FSB? SoundEffect_356 is less useful to me (when there are thousands of files) than ambient_forest_crickets_2. MusicPlayerEx extracts them successfully but doesn't keep the names, while other extractors maintain the names, but the resulting wavs for sound effects are unreadable.

#30
EJ42

EJ42
  • Members
  • 723 messages

Qutayba wrote...

Is there a way to set MusicPlayerEx to retain the original sound file names from within the FSB? SoundEffect_356 is less useful to me (when there are thousands of files) than ambient_forest_crickets_2. MusicPlayerEx extracts them successfully but doesn't keep the names, while other extractors maintain the names, but the resulting wavs for sound effects are unreadable.

Did you use the -a option with fsbext?  That should result in MP3 files.

#31
Qutayba

Qutayba
  • Members
  • 1 295 messages
Is the -a option something you add in the command prompt? If so, what should it look like (do you need to have the whole filepath included)? We're treading at the outskirts of my computer literacy.

#32
Avaraen

Avaraen
  • Members
  • 342 messages
Start -> Run -> cmd



Type "cd" (no quotes) and the directory where fsbext is. Then type "fsbext -a filename.fsb" (no quotes). That will extract all the sound files in the .fsb as mp3's, if possible. Unfortunately, however, the sfx files that currently don't extract properly as .wavs (such as glo_fly_wep.fsb), do not extract properly in mp3 format - they're still extracted as .wavs that still don't play correctly, heh. (And yes, I know I'm doing it correctly, because the -a switch did work for one of the other dialogue files.)

#33
Truby-Liz

Truby-Liz
  • Members
  • 123 messages
From ED-SKaR: Thanks for the help so far guys. It seems fsbext.exe is what I'm after. Where would I find this program? Is it preinstalled into Windows 7 or will I need to download it from somewhere?



Alternatively, how much does it cost?

#34
Qutayba

Qutayba
  • Members
  • 1 295 messages
Truby-Liz, fsbext is just a short executable that can be downloaded from:



http://hl.altervista...pers/fsbext.zip



To use it, you drag your fsb file icon over the fsbext icon, and it should extract to the folder where fsbtext is located. It's a bare bones executable with no interface - yeah, kind of creepy if you're not a codemonkey, but I haven't heard any bad reports so far. This will work for music files and voiceover, but not with sfx fsb libraries, apparently.

#35
Lady Olivia

Lady Olivia
  • Members
  • 374 messages
He he, I didn't even know you can drag stuff to fsbext. I always use it from the command line. :)

#36
Qutayba

Qutayba
  • Members
  • 1 295 messages
Haven't seen much activity on this front so I created a feature request page on the wiki. Hopefully, they can just give us the .wav files, which would make things a whole lot easier.

#37
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
Why do you want wav files? We already have the audio data in the fsb files. Personally, I find the real headache is tracking down the line I want, having wav files isn't going to make that easier. Plus wav files are far bigger than the mp3s contained in the fsb. The download size would be huge.



For me, the process is: Search through conversations to find appropriate line, fsb extract mp3s, go to appropriate line number mp3, crop (if required), save as wav.

#38
Lady Olivia

Lady Olivia
  • Members
  • 374 messages
The main reason the original wavs would be better is that packing into fsb involves conversion into mp3 and significantly lowers quality. It's not a problem until you decide to include the files you unpacked into your mod and then pack them *again* for distribution. Try it with music and you'll see what I mean.



We most definitely need the original sounds. Thank you, Qutayba.