Burnout Paradise (PC) engine sounds

Codecs, formats, encoding/decoding of game audio, video and music
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Burnout Paradise (PC) engine sounds

Post by DGIorio »

Hello,

I need help converting the engine sounds to something audible. The game reffers to the files as "WaveFile".
In other games by Criterion Games (NFSHP and MW2012) I can use EALayer3 (version 0.6.3) to convert the sounds, in Burnout Paradise it works in music files (.SNS), but seems it doesn't work on the engine sound files.
There are also some GinsuFiles, but I don't know if it's important.

If it's possible to hear the files, is there a way to encrypt it again? (modding purpose)

Example files:
https://mega.nz/#!M8YzwKDI!cuWt7PRg17Nh ... cm0h09dNoE
V12-POWER
Posts: 71
Joined: Thu Jul 02, 2015 10:43 pm

Re: Burnout Paradise (PC) engine sounds

Post by V12-POWER »

these files you provide use nfs carbon abk codec but with a small modification it seems, id-daemon wrote a decoder for it but not an encoder. I can't extract your files using his decoder. can you provide gin files? you can modify those
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: Burnout Paradise (PC) engine sounds

Post by DGIorio »

V12-POWER wrote:these files you provide use nfs carbon abk codec but with a small modification it seems, id-daemon wrote a decoder for it but not an encoder. I can't extract your files using his decoder. can you provide gin files? you can modify those


Hi,
Thanks for the info I'm taking a look at this tool
Here is the gin files, I found some references to them as 64k, may it's related to the frequency.

https://mega.nz/#!phhU2Q7Z!jXfJcehZvEm5 ... ohYSs1Bpgc

EDIT: I managed to listen to the ginsufiles using the NFS_gin_decode.exe, I just needed to remove the first line of the file. Thank you. The other file I can't convert.
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: Burnout Paradise (PC) engine sounds

Post by DGIorio »

Hello,
I have been taking a look at the audio formats used in the game Burnout Paradise (PC). It seems there are four audio formats used in the game: SNS, SNR, GIN, ABK. I need help decoding the SNR and ABK files. I added two sample files of each one of these formats.
Above I wrote the results of my research about the audio formats.

SNS
Those files can be decoded and encoded with EALayer3 (version 0.6.3).

GIN
It’s possible to decode the Burnout Paradise ginsufiles using the tool NFS_gin_decode.exe (by id-daemon). I tried to encode them back using the tool gin_encode.exe (by id-daemon), but I didn’t notice any difference in the game. However, I think it works since the game didn’t crash.

SNR
The Burnout Paradise seems to use some variant of the SNR files used in The Sims 3 and Need for Speed Carbon. I have read that the first byte in SNR files is related to codec version. The 0x00 byte in The Sims 3 and NFS Carbon is 04 and in Burnout Paradise it’s 05 (in some files from Xbox 360 it is 03).
The 04 codec version can be decoded using ffmpeg.exe (or listened in ffplay), but the 05 and 03 versions are unhandled in this tool.

ABK
The ABK files used in the game are similar to the ones used in Need for Speed Carbon and Pro Street (maybe Undercover too). However, the Burnout files can’t be decoded using NFS_carbon_abk_decode.exe (by id-daemon), it’s probably because of the 05 codec format used in the audio files.
DGIorio
Posts: 9
Joined: Tue Jul 18, 2017 1:23 am

Re: Burnout Paradise (PC) engine sounds

Post by DGIorio »

UPDATE: it seems all audio files can be decoded now. Above I wrote the results of my and burninrubber0 research about the audio formats.

SNS
Those files are used for music and dialogs. They can be decoded and encoded with EALayer3 (version 0.6.3).
Decode: ealayer3.exe infile.sns -m
Encode: ealayer3.exe -E infile.mp3

GIN
It’s possible to decode the Burnout Paradise ginsu files using the tool NFS_gin_decode.exe (by id-daemon). I tried to encode them back using the tool gin_encode.exe (by id-daemon), but I didn’t notice any difference in the game. However, I think it works since the game didn’t crash.
Only after removing the first line of the file will you be able to decode the file using NFS_gin_decode.exe.
Decode: NFS_gin_decode.exe ginfile.dat

SNR
In SNR audio files, the 0x00 byte is related to the codec version used. The PC and PS3 versions of Burnout Paradise use codec types 5 and 7, EALayer3 version 5 and 7, respectively. Xbox 360 version uses a type 3, some variation of the audio codec MS XMA Xbox 360.

Decoding codec type 3:
It’s necessary to use the following tools and scripts:
QuickBMS
XMA_transform (set XMAVERSION to 1)
xma_parse (required by XMA_transform)
Before using the previous tools you should remove some bytes of the file, starting on offset 0x0 to the byte before “08 00 00 00”. Then you can use the previous tools, starting by QuickBMS.

Decoding codec type 5:
This codec type can be decoded using EALayer3, but before it you must remove the first line and replace 20 to 00 on offset 0x4. Also, it’s necessary to check if there are 4 null bytes in this first line. If there are these null bytes, you should remove it. Now you can use EALayer3 (version 0.6.3) to decode it.
Decode: ealayer3.exe infile.dat -m
Encode: ealayer3.exe -E infile.mp3 --single-block

Decoding codec type 7:
This codec type also can be decoded using EALayer3, you just need to remove the first line and then use EALayer3.
Decode: ealayer3.exe infile.dat -m

This game doesn’t use codec type 4, however if someone reading it intend to decoded this kind, the codec type 4 can be decoded using ffmpeg.exe or listened in ffplay.exe (download).

ABK
The ABK files used in the game are similar to the ones used in Need for Speed Carbon and Pro Street (maybe Undercover too). However, the Burnout files can’t be decoded using NFS_carbon_abk_decode.exe (by id-daemon), because of the different codec format used in the audio files.
However, it’s possible to split the audio files inside this bank file and decode them using some of the previous methods.


DGIorio and Burninrubber0