These files contain the sound files to the game.
link to SAD (and BNK) file:
https://www.dropbox.com/s/njj9m4u221s2o ... lr.7z?dl=1
Monsters, Inc. (PS2) - BNK sound file, and SAD file
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
http://aluigi.org/papers/bms/others/mon ... nc_sad.bms
I'm not sure if the BNK files should be extracted or parsed with external programs, anyway they are just vag data and the script extract everything.
I'm not sure if the BNK files should be extracted or parsed with external programs, anyway they are just vag data and the script extract everything.
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
So, the BNK files are actually just VAG sound files?
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
Basically they are quite complex with many information about each "sample" and then the list of raw vag samples.
What is done by the script is just locating the samples and dumping them one by one.
What is done by the script is just locating the samples and dumping them one by one.
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
Oh. So I am assuming I couldn't just replace the VAG files with what I wanted and then reimport?
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
If the number of channels (interleave) and frequency match then it's enough to remove the vag header and you can reimport it.
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Re: Monsters, Inc. (PS2) - BNK sound file, and SAD file
The game must not like that idea, because it didn't play the sound (and yes, I made sure it was mono and 22050 hz). However, I am assuming this could be a file size issue, or the length being a bit longer than the original could do it. I'll keep trying.