Wargame *.ess

Codecs, formats, encoding/decoding of game audio, video and music
KattiValk
Posts: 10
Joined: Tue Sep 27, 2016 12:22 am

Re: Wargame *.ess

Post by KattiValk »

id-daemon wrote:Of course its done by engine before putting it into the game, no reason to ask that person about it, he has no idea about ESS format.
I'm trying to tell you that converting from WAV to ESS will be so DIFFICULT to do, that I'm not even going to try it unless the community is VERY VERY interested in this. And there's no guarantee that I will EVER get any success.

But the developers are surely have all the software you need for that.
Ah okay, I'll see what I can learn from the devs about it then.

Thanks for the help though, we're very grateful!
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Well, if the devs will refuse to give you tools, then we decide what to do next.
KattiValk
Posts: 10
Joined: Tue Sep 27, 2016 12:22 am

Re: Wargame *.ess

Post by KattiValk »

id-daemon wrote:Well, if the devs will refuse to give you tools, then we decide what to do next.
Right...so my talking has basically gotten me this:
    I have no idea what a ESS file is and Wister is unfortunately no longer with us to explain it to me.
    And myself or our devs are way too busy those days with the incoming DLC to focus on that.
I don't know how legitimate that statement is, but whatever it means, Eugen doesn't want to take the time to help the modding community at the moment, but as they don't seem to object at us trying.

If you want to try and have a crack at encrypting into .ess, Wister said voice files are saved in .ogg originally if that helps. I don't blame you in the slightest if you aren't interested.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

KattiValk wrote:If you want to try and have a crack at encrypting into .ess


If it was encrypting, it would be easier. Encryption is precise two-way operation. The problem here is this is lossy codec, meaning some data is lost, and the result is just an approximate of the original audio wave.

I checked their code during last 2 days, and found some sense in their strange calculations. This may help in reversing the process. I need to make some tests to check that.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Good news. I was able to theoretically reproduce their encoding. This means I'm encoding/decoding it with my own code, not the game code. So it only prooves that I understand the principle, and it works.

This was the first test:

Image

Then I applied a correction into the loop and its now much better, still not close enough to original.

Image
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

First sound check. Here are input sound and output after encoding into ESS and decoding back.

http://www45.zippyshare.com/v/xFwWDg9Y/file.html

I don't hear any difference, while if you compare the files, you'll see that every sample is a little different.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Encoder works. Confirmed in RUSE game. I replaced menu music and a couple of infantry phrases.

The problem is that if I make a phrase with samples less that original, game crashes. Maybe its written somewhere how many samples or time each phrase must play.

Anyway, here's an example file I encoded with 2 seconds music jiggle, try putting it into the game.
KattiValk
Posts: 10
Joined: Tue Sep 27, 2016 12:22 am

Re: Wargame *.ess

Post by KattiValk »

id-daemon wrote:Encoder works. Confirmed in RUSE game. I replaced menu music and a couple of infantry phrases.

The problem is that if I make a phrase with samples less that original, game crashes. Maybe its written somewhere how many samples or time each phrase must play.

Anyway, here's an example file I encoded with 2 seconds music jiggle, try putting it into the game.
Hey! Sorry I've been away for a while, but I've been rather busy these past few weeks. So, the sound files work, which is absolutely awesome, but it seems as if there's some sort of time cap built into each entry that turns a tiny bit at the end of the recording to glitch out if you go over the timestamp. So, that means what you've got works like a charm! Anything else is for us to figure out.

Thanks for everything you've done. It's absolutely amazing and we all owe you a ton for it. enohka is planning on adding it into the modding tool once everything's wrapped up so I would guess you can either give it directly to him or just post it here.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Good! Means this will prob. work with all eugene games. The tool is not ready, I did some of it manually, and now busy with other games. I'll get back to it soon.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Decode/encode tool posted here: viewtopic.php?f=6&t=3324
Watcher
Posts: 1
Joined: Sun Feb 15, 2015 9:01 am

Re: Wargame *.ess

Post by Watcher »

id-daemon wrote:Decode/encode tool posted here: viewtopic.php?f=6&t=3324

thank you very much,dude!
KriegsMinister
Posts: 3
Joined: Tue Jul 19, 2022 1:32 pm

Re: Wargame *.ess

Post by KriegsMinister »

Hi, man! Thank you very much for your encoder! It works really great. I know that it's been like 6 years, but by any chance, do you remember what program and encoding were you using to make this wav sample? I would be really greatful for your reply. Thanks again, legend!
id-daemon wrote:Anyway, here's an example file I encoded with 2 seconds music jiggle, try putting it into the game.
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

KriegsMinister wrote:Hi, man! Thank you very much for your encoder! It works really great. I know that it's been like 6 years, but by any chance, do you remember what program and encoding were you using to make this wav sample? I would be really greatful for your reply. Thanks again, legend!
id-daemon wrote:Anyway, here's an example file I encoded with 2 seconds music jiggle, try putting it into the game.

I dont understand what you need. Its not a wav sample, its ess sample.
KriegsMinister
Posts: 3
Joined: Tue Jul 19, 2022 1:32 pm

Re: Wargame *.ess

Post by KriegsMinister »

Oh, I mean you've got that .ess by encodig a .wav file, right? And I'm getting some distorted audio when I try to encode it myself, so I think that the problem is with the .wav file. I was asking about the .wav file encoding. Should I use other program than Audacity to create the basic .wav file?
Here is a list of possibe encodings in Audacity
https://imgur.com/a/C50QlCs
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

KriegsMinister wrote:Here is a list of possibe encodings in Audacity
https://imgur.com/a/C50QlCs

in these terms it was signed 16-bit PCM
KriegsMinister
Posts: 3
Joined: Tue Jul 19, 2022 1:32 pm

Re: Wargame *.ess

Post by KriegsMinister »

Which software suites the best for making wav and converting it for your magic encoder? I tried 2 different audio converters with the same params you have mentioned, and your encoder don't like one of them despite the fact they are simillar: similar file, similar params for the output. One of it works, but with very bad distortion which is cruel punishment for my ears. And sometimes game crashes also. So, i have a hypothesis, that the problem is hidden in the software (because your soundtrack works perfectly) or it is the problem of how I prepare my basic WAV file for eonvertation it into the game.

The parameters for my audio are: 16bit PCM, 44100Hz, mono sound.

Please, excuse me for bothering you with questions.Sadly, no one believes it is possible to make sound modifications for the Wargame Red Dragon in 2022 and this is the last source where we can find the real existing prove that this is not impossible. Would be grateful for any advice!
id-daemon
Posts: 1040
Joined: Sun Mar 22, 2015 7:09 pm

Re: Wargame *.ess

Post by id-daemon »

Modern audio editors like to add extra non-audio information to the files. Usually there are options to switch it off.
Also try encoding your file, and then decoding it back.
Or maybe Red Dragon has some difference in the format, so it can be decoded, but encoding must be a little different.
Anyway, without any data about your files or "bad distortion" i can't say.
Reros
Posts: 2
Joined: Tue Aug 09, 2022 11:34 am

Re: Wargame *.ess

Post by Reros »

Sup. Just found this thread as I am trying to make my own mod.
The ESS converter works perfectly on wav files and back, but when imported into the game it is just static.
When converting the ESS file retrieved from the game it breaks in the same way.
I'll upload the file here for testing purposes. Hopefully you can figure something out about it :D
Sounds.zip
Reros
Posts: 2
Joined: Tue Aug 09, 2022 11:34 am

Re: Wargame *.ess

Post by Reros »

id-daemon wrote:Encoder works. Confirmed in RUSE game. I replaced menu music and a couple of infantry phrases.

The problem is that if I make a phrase with samples less that original, game crashes. Maybe its written somewhere how many samples or time each phrase must play.

Anyway, here's an example file I encoded with 2 seconds music jiggle, try putting it into the game.


Though this music file does work when imported. Do you know what the difference then is?
Might it be metadata or something?
Tried creating something myself in audacity (mono, both 20k and 44k hz sample rate, outputted in 16 bit encoded) and then converting it into .ess but ingame at the points where the sound is playing there is only heavy distortion (almost white noise)