Ir al contenido

Foto

commented list of extracted audio files for out-game listening


  • Por favor identifícate para responder
196 respuestas en este tema

#1
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Want to listen to ME2 audio out of the game? Set a special line as your cell phone ringtone? It is possible to extract almost any audio item from the ME2 game files :-)   This tutorial is written to help you do that.

First, you'll need a tool to extract and convert the .afc files (where ME2 audio is packed) to .ogg (an open source alternative to MP3). Download, extract and start the program of your choice:
  • Gibbed's Audio Extractor has a nice UI with search feature before extraction, but can only extract audio from the core game. In the left window part is a list with all .afc files from the \\Mass Effect 2\\BioGame\\CookedPC folder. Each .afc file contains a number of .riff files (in the right window part) that need you can select, restrict by search and extract. This is the tool I used, when writing this guide.
  • kyp108's afc2ogg can extract DLC audio and some of the core game audio that Gibbed's tool misses or errs on. It can extract either a specific .afc file, or all of them in a given folder and its subfolders ("batch-extract"). However, the resulting file names seem a bit different, but I'm not sure whether that invalidates the following guide.
A big thanks to both programmers for bringing these great tools to the community!

No matter which tool and method of extraction you choose, you should end up with a bunch of cryptically named folders, subfolders and .ogg files. Now the searching and listening starts ;-)   .ogg files can be played with many modern media players, such as MediaMonkey, VLC Media Player, CoolPlayer, Songbird and many others.


=== understanding the file names ===

Under construction: feel free to add/correct/comment. I used the english game version here, so some files have en_us_ prefix and/or _int suffix. For other languages it's probably different, but shouldn't matter for the following guide.  Unfortunately, the naming scheme for DLC audio files is different from the core game files, so they are not included in this tutorial. Less restrict-by-searching is possible, more listening is necessary.

The 'key codes', 'strings', 'name parts' or whatever you like to call them have defined meanings and are pretty much universal throughout all ME2 audio content. Therefore, knowing some important ones of them lets you find pretty much any in-game audio item behind its cryptic name :-)   I hope this step-by-step tutorial helps you reduce the search time for any given audio item.

1) Most file/folder names start with a 6-letter code which consists of several parts. Usually these are 3-letter location codes:
cit = Citadel
hor = Horizon (also crit_path and critpath)
kro = Tuchanka
nor = Normandy
omg = Omega
prs = Purgatory prison ship
twr = Illium
rpr = derelict Reaper ship
qua = Quarian Migrant Fleet
other planets that you can land on have such codes as well, but I haven't looked at most of them

and either
2a) an 'auxiliary' 3-letter location code:
hub = non-mission areas (map available, stores etc.)
gal = galaxy map on Normandy
and some others

or
2ba) a 3-letter character code consisting itself of two parts:
character code name:
as = assasin = Thane
cv = convict = Jack / Subject Zero
gr = Garrus
gt = geth = Legion
jk = joker = Jeff
kg = krogan = Grunt
lm = leading (male?) = Jacob
mw = mystic (woman?) = Samara
pr = professor = Mordin
thief = Kasumi (there doesn't seem to be a 2-letter code for her)
tl = Tali
va = vampire = Morinth
vt = veteran = Zaeed
vx = vixen = Miranda
please note that characters can appear under any of these designations in other name parts: 2-letter-code, code name and real name

and
2bb) a single letter:
l = loyalty mission
a = acquisition (e.g. recruitment mission; sometimes also marked by _acq_)
c = conflict (loyalty fights Jack vs. Miranda and Legion vs.Tali)

3) Prologue and Endgame have different 6-letter codes:
procer = Lazarus station
profer = Freedom's Progress
pronor = the first few scenes on Normandy SR-2
endgm1 / 2 / 3 = base approach / infiltration / epilogue

4) After these initial 6-letter codes, a bunch of content derived _keywords_ follow, usually for characters (see codes above, or their real names) or situations, such as:
_ad = advertisements
n7 = everything related to N7 mission (usually combined with a special location code, which I haven't looked into)
conflict = loyalty fights Jack vs. Miranda and Legion vs.Tali
culm / culmination = (romance) scene before entering Omega 4 relay
debrief = in the conference room after you've recruited a squad mate
loyalty / loy = squadmate presenting loyalty mission
relationship = dialogues with team mates on Normandy / romance buildup (01 to 05 indicates process)
starter = general conversations with squad mates (upgrade ideas, "Sorry, I'm busy right now.", etc.)
and some others pretty obvious ones ;-)

Other character codes include:
_ai_ = EDI
asari_ruler = Aria
doctor = Chakwas
giver / info_giver = Cpt. Bailey
illusive = Illusive Man
player_f / player_m = female / male Shepard
yeoman = Kelly
qua = generic Quarian
tur = generic Turian
and some other pretty obvious ones ;-)

Other general keycodes include:
_tp_ = the triggerable comments of squadmates on some aspect of the surroundings
hench / global_hench = general lines of your squadmates, command/attack/power responses
cine / ambient / wwise / mus / _streaming / _music = cinematic/ambient/background sounds and music
and some other ones that I haven't figured out/looked into/cared about ;-)

The item names end with two 1-letter codes such as:
_a_, _c_, _h_ = non-dialogue lines (like Kelly's 'You have new messages...')
_d_ = normal dialogue (whenever the dialogue wheel appears???)
_s_ = ??? (maybe statements without the dialogue wheel???)

and the language code (_int in my case).

There is also a bunch of folders, starting with special codes:
wwise_ followed by a location code (see above), name or squad mate name = background music and noises
ss_ = battle cries / taunts and dying sounds, mostly: 'I'll kill you!' and 'Arggghhhh...' :-D

Up till here all code snippets were explained for .afc files (before extraction in Gibbed's Audio Extractor) or folder names (after extraction).
The actual audio files are a little different, as they start with a language code (en_us_ in my case) and end with an ID number and an _m or _f tag for MaleShep and FemShep. The order of the name parts is also a bit different. But a normal search for the codes listed here brings them up as well. The ID numbers probalby are used by the game to track the conversation trees and are the same for the same lines of MaleShep and FemShep. However the numbering does not necessarily reflect the order of the lines in a n in-game dialogue. If you just play them alphabetically ordered you'll listen to each person talking in one piece, then the next...

Please feel free to add and comment on my explanations, or request keywords for a specific search.

=== commented list as a .rtf file ===

=== trivia and fun ===
Here I will insert some items that caught my interest in one way or another.

EDI calls Morinth by name, Shep doesn't do that in front of the crew
hench_ai_endgm2_huddle_03a_d_ (ai = EDI, huddle = the part of the endgame, where you have to 'huddle' under the biotic shield)

Squadmates complain about impossible odds
_hench_ * _twrmwa_detective (twr = Illium, rma = mystic's (=Samara's) aquisition mission)

comments on Shep getting poisoned by Batarian bartender in lower Afterlife
shepard_sick

Mordin's relationship advice
norpr_relationship_04 (nor = on Normandy, pr = professor = Mordin)

Harbinger's idiotic taunts
ss_collector_general_

the Turian/Quarian relationship conversation in Illium's Eternity bar
twrhub_quaturtalk_a_s_int (twrhub = Illium hub)

Editado por Bravenu3, 10 marzo 2013 - 09:04 .


#2
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
since the OP was probably too long to read ;-) I externalised the audio file list:
https://www.wuala.co...ey=DmGHcZzugwL7

EDIT: For ME3, I started a similar guide over in the wiki. Feel free to contribute or take it over.

Editado por Bravenu3, 26 diciembre 2012 - 03:39 .


#3
Syokhan

Syokhan
  • Members
  • 346 mensajes
Lol, yes it was a bit of a pain to organize/rename the files when you had to try and figure out the code they used for the names first :) It's very logical but a bit confusing at first ^^



Bumping this thread, very nice explanation, thank you.

#4
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Good to know it helps people :-)

#5
angelus2402004

angelus2402004
  • Members
  • 131 mensajes
Could anyone get the music?

#6
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
I don't think it's legal for me to upload the extracted music. However, you can certainly post a specific request here and I reply with the exact file name, which you can than quickly extract yourself :-)

#7
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
If you mean the music of Afterlife, Dark Star and Enternity, they are in the folders:
wwise_omghub_streaming
wwise_citadel_hub_streaming
wwise_illium_hub_streaming

Pretty much any background music has _streaming or _music in the file/folder names.

Editado por Bravenu3, 01 marzo 2010 - 10:49 .


#8
angelus2402004

angelus2402004
  • Members
  • 131 mensajes

Bravenu3 wrote...

I don't think it's legal for me to upload the extracted music. However, you can certainly post a specific request here and I reply with the exact file name, which you can than quickly extract yourself :-)


I wouldn't be able to since I have the 360 version.

#9
Shanra

Shanra
  • Members
  • 202 mensajes
The "I'm Commander Shepard, and this is my favorite store in the Citadel." is in the "cithub_vend_omni_d_s_int" folder

I found that pretty easy. I want to find the line that's in my sig below. Its got to be in one of the citadel folders.

EDIT: The "This store discriminates against the poor." line is in the "cithub_vend_decor_d_s_int" folder.

EDIT2: I found the "This is green." and the "Put more of the stuff in the thing that stuff goes in" its in "cithub_barkeep_d_s_int" folder

Editado por Shanra, 02 marzo 2010 - 10:41 .


#10
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Yeah, those are awesome to listen to even withou the game on the screen :-D

FYI: all audio files that were extractable make a playlist of over 36 hours. That's why it's good to know the folder names if you search for a specific line ;-)



Actually every store has it's own endorsement audio file. It's the same text of course, but with a noticable difference in voice tone and accentuation. The files are in each cithub_vend_ folder. Both MaleShep and FemShep have the same ID numbers:

cithub_vend_sniper_d_00253684

cithub_vend_biotic_d_00249952

cithub_vend_decor_d_00252280

cithub_vend_omni_d_00253591



The Refund Guy is in: cithub_ware_

#11
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
ALL files of the endgame music is in these folders:

wwise_endgame1_music

wwise_endgame2_music

wwise_endgame3_music



The folders with _cineanim or _streaming instead of _music contain mostly noise.

#12
javierabegazo

javierabegazo
  • Members
  • 6.257 mensajes
Wow, this is just what i've been searching for for a long while now :) Sent you a PM OP

#13
aznsoisauce

aznsoisauce
  • Members
  • 1.402 mensajes
Huzzah! This will help me make some bizarre ring tones...

#14
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
'You talk too much...' from Mordin's loyalty mision would be cool!
It's the last file (ID number 00230403) in the kroprl_clanspeaker folder ;-D

Editado por Bravenu3, 03 marzo 2010 - 09:01 .


#15
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Hidden dialogues on Haestrom :-)

Kel'Reegar's meets Legion:

suntla_quarianleader_d_ (esp. the files with the IDs 00202939 and 00202941)


#16
KoramaFox

KoramaFox
  • Members
  • 23 mensajes
Guys, is it possible to completely extract dialog and all the sounds and music from Mass Effect 1 and 2. What we need, is the Ultimate collection of sounds, audio files like dialogue and so on. Anything related to music, sounds and dialogue. Same for Mass Effect 3 when it comes out. If we combine resources, then it's possible. I would love to put Morinth dialogue on my cell or think of many things with just using the dialogue. So many possibilities. Let's extract dialogue. Thanks and please reply. I'll try to help with the process. If we all do little by little we can get it done.

#17
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
The sound files I refer to include pretty much all audio from ME2: speech, music, background noises. Whether the same is possible for ME1, I don't know. For ME3 my guess and hope is that the game engine doesn't change as much, so people can use or quickly adapt the existing tools.
Unfortunately there are a few (very few) files (some background music and for example Legion's 'no data available' answer) that can not be extracted with the current (v27) version of the audio extractor. Hope Gibbed can fix that :-)

For Morinth-related stuff, search with the keywords 'norva_' and 'vampire'.

EDIT: What exactly do you mean with 'ultimate collection'? I don't think you're allowed to publish the extracted files.  Doesn't anyone read the EULA before installing a game? [smilie]http://social.bioware.com/images/forum/emoticons/policeman.png[/smilie] Hehe, me neither! [smilie]http://social.bioware.com/images/forum/emoticons/bandit.png[/smilie]
We'll have to stick to telling each other how to extract the files ourselves.

Editado por Bravenu3, 14 marzo 2010 - 04:19 .


#18
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Does anyone know how to get hold of the gun sound (shots, hits, reload etc.)? I couldn't find them with the extractor :-(

Since each weapon has a 'SFXWeapon_....pcc' or 'SFXHeavyWeapon_....pcc' file in the \\Mass Effect 2\\BioGame\\CookedPC directory, might the sound be in there? Has someone checked it out?
Thanks for any info on this :-)

Editado por Bravenu3, 23 marzo 2010 - 07:57 .


#19
Strange Aeons

Strange Aeons
  • Members
  • 247 mensajes
Is there an equivalent sound extraction utility out there for the original Mass Effect, does anyone know?

#20
CanadAvenger

CanadAvenger
  • Members
  • 309 mensajes
Sorry for resurrecting this from the deep, but has anyone tried editing an audio file?
And then exported it BACK into an *.afc?

Editado por CanadAvenger, 26 marzo 2010 - 01:30 .


#21
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Hey, don't apologize for kicking my thread back on the first page ;-)



Editing the .ogg files is no problem with for example Audacity. Repacking them however... You would probably need the software BioWare used in the first place.

#22
CanadAvenger

CanadAvenger
  • Members
  • 309 mensajes
Audacity IS what I would be using, and I've actually been in contact with people who make converting software.



Seeing as how .afc is like the most obscure compressed format :/

#23
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Would be good to know what software suite BioWare is using for the audio and graphics packaging... I'm dying for a mod that removes the glasses from Jacks and Thanes new alternative appearances.

#24
CanadAvenger

CanadAvenger
  • Members
  • 309 mensajes
Lol I don't mind Thane's, but Jack's look ridiculous.



Also, on Topic, the .afc files are all archives. Inside of each archive are 1 or more .riff files - which contain the audio.



I have not yet found a way to save anything as a .riff ....

#25
Bravenu3

Bravenu3
  • Members
  • 1.261 mensajes
Garrus' double-microphones look dumb as well :-(

I fear the other appearance packs will contain stupid gimmicks as well. What stuff do you have to smoke to come up with duct-tape glasses, but forget proper helmets? m-(