Mortal Kombat X sound format

Codecs, formats, encoding/decoding of game audio, video and music
interloko
Posts: 7
Joined: Mon Apr 27, 2015 12:21 am

Re: Mortal Kombat X sound format

Post by interloko »

Working great right now.
Tested with 2 files and no crashes
Thank you very much!
Equimanthorn02
Posts: 5
Joined: Fri May 01, 2015 12:31 pm

Re: Mortal Kombat X sound format

Post by Equimanthorn02 »

The tool works great! I've spent a lot of time yesterday looking for an fsb5 splitter tool in order to be able to rebuild all the banks from Dark Souls II Scholar of the First Sin with FMOD Designer, and today I stumble upon this lovely thread. Your tool is a hell of a lot more convenient than what I had planned to do while still outputting the same results as FMOD designer (Actually, when working with FMOD Designer, the decoded .wav files in the rebuilt banks have ~10 samples of silence added to the end, but when compared to the max sample counts shown by Aezay's extraction tool, you'll find that these extra samples do not belong to the files, only when cutting them off the sample counts match both the sample counts shown in Aezay's tool as well as the ones of the outputs from your tool).

So, thanks a lot!
kylelogan2
Posts: 1
Joined: Fri May 08, 2015 6:07 am

Re: Mortal Kombat X sound format

Post by kylelogan2 »

So ive dug through all of the SND files looking for raiden flying gibberish. the closest thing ive found is in the tes your might SND file, called Voc.Ra.kata2 or somthing which is his second gibberish file, yet it doesn't have the first.

has anyone else found it? or have it? would love to know.


Also thanks to the guys who made these extractors, amazing work for something id have 0 clue to do on my own
brendan19
Posts: 144
Joined: Fri Aug 08, 2014 11:25 am

Re: Mortal Kombat X sound format

Post by brendan19 »

Whenever I use this tool, it outputs the .wav file without the filename from the FSB.

I can't batch convert them because of this issue :(

Input1.fsb --> .wav
Input2.fsb --> .wav (Overwrites previous conversion)
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

What game do you decode?
brendan19
Posts: 144
Joined: Fri Aug 08, 2014 11:25 am

Re: Mortal Kombat X sound format

Post by brendan19 »

Ori and the Blind Forest
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

Really nice work there!!!
Now it would be BRILLIANT if somebody could write an FSB5 splitter/rebuilder that works like fsbii with one file per fsb so one can use fsb_aud_extr.exe on single files.
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

Else, are we actually getting closer to rebuilding working ogg headers from out of fsb files? That would be one of the biggest steps in latest VGM history.
I'd be happy to see this because I've kept all the fsb archives from games that were unrippable until now. :)
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

Is anybody working on an FSB5 splitter? Basically it only needs to work with thee decoding tool, nothing more!
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

AlphaTwentyThree wrote:Else, are we actually getting closer to rebuilding working ogg headers from out of fsb files?


No. This tool just decodes them using fmod library.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

AlphaTwentyThree wrote:Is anybody working on an FSB5 splitter? Basically it only needs to work with thee decoding tool, nothing more!


I don't understand, why splitter is needed?
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

brendan19 wrote:Whenever I use this tool, it outputs the .wav file without the filename from the FSB.

I can't batch convert them because of this issue :(

Input1.fsb --> .wav
Input2.fsb --> .wav (Overwrites previous conversion)


This may mean there's no names inside the FSB. Can you send me an example file?
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

id-daemon2 wrote:
AlphaTwentyThree wrote:Is anybody working on an FSB5 splitter? Basically it only needs to work with thee decoding tool, nothing more!


I don't understand, why splitter is needed?

I archive video game music in native format. Normally I extract fsb containers to get the original files again except in the case of oggs. If a game packs all sounds inside one big archive, I don't want to archive it. Instead I'm looking for a way to separate the music from the sounds and delete the latter. I guess I'm not that much of a special case because JoshW also builds such a library of games (http://www.hcs64.com/mboard/forum.php?showthread=26929).
I don't think it's very complicated to code. I'd do it myself but obviously I lack the competence. ;)
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

Your first phrase confused me

one file per fsb so one can use fsb_aud_extr.exe on single files


About "rebuilding ogg" it is not just about making headers. It IS complicated, you need to encapsulate ogg stream into vorbis container, and their packet requirements are crazy, I can't even understand how it must work yet.
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

id-daemon2 wrote:Your first phrase confused me

one file per fsb so one can use fsb_aud_extr.exe on single files


About "rebuilding ogg" it is not just about making headers. It IS complicated, you need to encapsulate ogg stream into vorbis container, and their packet requirements are crazy, I can't even understand how it must work yet.

But does fsb_aud_extr.exe need valid headers for each single file inside an FSB? Isn't it possible to split the FSB container without perfectly rebuilding it and fsb_aud_extr.exe still being able to decode the resulting fsb files?
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

What is the reason to split FSB file, then decode individual files? What do you mean by "decode"?
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

id-daemon2 wrote:What is the reason to split FSB file, then decode individual files? What do you mean by "decode"?

Decode the streams to uncompressed wave. I stated the reason above...
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

So you want to make 10 small FSB files from 1 big FSB file, and store it? Sorry, I don't know if its possible. Maybe Luigi can help you.
AlphaTwentyThree
Posts: 909
Joined: Sat Aug 09, 2014 11:21 am

Re: Mortal Kombat X sound format

Post by AlphaTwentyThree »

id-daemon2 wrote:So you want to make 10 small FSB files from 1 big FSB file, and store it? Sorry, I don't know if its possible. Maybe Luigi can help you.

Well yeah, I want to split the archives AND delete the sounds.
What exactly does your tool do? Doesn't it read the offsets and sizes of the ogg containers and sends them through the dll to decode? Wouldn't it be easy then to take this very information to recreate an FSB archive that only holds one size-offset combination?
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Mortal Kombat X sound format

Post by id-daemon »

AlphaTwentyThree wrote:What exactly does your tool do? Doesn't it read the offsets and sizes of the ogg containers and sends them through the dll to decode?


No. It passes the whole FSB file to the dll.