.wem: any way to track original names without .xlm or .json?

Codecs, formats, encoding/decoding of game audio, video and music
nahucirujano
Posts: 12
Joined: Sat Mar 24, 2018 9:58 pm

.wem: any way to track original names without .xlm or .json?

Post by nahucirujano »

I was dealing with Streets of Rage 4 audio files.
There is a data folder, which contains 430 .wem files (example: 32278839.wem), all music sections from all songs of the game.
I could convert them into .ogg with no problems.

I wanted to know if there is some way to track the original names of these files (I don't know, like, Stage_6_intro or something like that).
I read that in these cases, the game often comes with some .xlm or .json file inside this folder with all the info about events and their tracks triggered with those events.
But there isn't any in this one: https://imgur.com/iUNyDFU
Although, there is a Music.bnk, I thought it was this one, but its size is just 1kb.

Yes, I can simply listen to all files one by one and identify them like that. But well, I just wanted to know if there was some way to make things easier.

Thanks.
Anexenaumoon
Posts: 119
Joined: Sun Dec 27, 2015 10:22 pm

Re: .wem: any way to track original names without .xlm or .json?

Post by Anexenaumoon »

Unfortunately wwise only stores its track names/bank names in "soundinfobank.xml" normally, so unless you have one of those files, there is no way to grab the original names otherwise. (Unless it may store somewhere else? Haven't heard other than the xml file though)
Allanmaster
Posts: 11
Joined: Thu Mar 22, 2018 7:30 pm

Re: .wem: any way to track original names without .xlm or .json?

Post by Allanmaster »

With the wwise wav ADPCM variants of the wem files the names can actually be stored under the LIST tag (search the header with a hex editor, but it can not exist, its optional). But for the ogg variants, there is no names stored ever, from my experience at the very least.