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Post by anno1404 on Dec 31, 2010 22:31:58 GMT -5
If you have information to add, add i below and I will incorporate it here. adw files:About .adw files.These files are an enigma. Honestly I think they are .wav files renamed, like Resident Evil 5s .sngw files. Although renaming a .WAv to a .Adw only results in silence. Any thoughts or knowledge about any possible codec of these files? Category name Sound
I know how to play em but replacing any sound file removes all bgm
You can't use rad tools to convert the wav to the adw format?
not the issue, the issue here is that if any sound file is replaced, like I replaced PressStartDR2.adw with another adw file and this removed ALL background music, there must be some sort of script that can be disabled to allow the game to freely read music. Can't mod music?Tried replacing the militiamen song with Gone Guru as an experiment. Rebuilt the .big and (making a copy of the original) placed the new one in the folder with the proper name. Started up the game --- and all the music was gone. Put the original .big back, music returns. Now, goldwave thought the .adw file for the song was a 4-bit, 48000khz ADPCM wav file, so I saved it as that (with the .adw extension intact.) Is it possible that there's just some kind of file header that it didn't pick up on that screwed up the game's audio system when I made the modification?
Does goldwave actually support adw format? Or did you simply change the file's extension?
It seemed to know what it was. I just double clicked on the original .adw file, and it recognized the thing, though it said it had a problem with "checks."
Does goldwave actually support adw format? Or did you simply change the file's extension? VLC media player can play the files... For replacements I usually just rename the sound file I wanna replace with the correct extension. Best regards, Adejam. Any way to play .sfx / .adw?So, when I messed around with the Rebecca sounds I came across these file formats. From the looks and the results I got, .adw seem to be the main sound files whereas the .sfx (though implying they were, as for SoundFX) seem to control the playing of .adw, e.g. choosing if the grunt 1, 2 or 3 is played. But since I can't open the files, I can't know for sure and as I want to delve deeper into that, e.g. removing some sound files so we can have an all female sound pack, excluding the cutscenes of course, I was wondering if anyone around here knows of a tool that can open any of these files. My quick search on Google didn't turn up much, but in case I oversaw an obvious option, I apologize. Category name Sound Voicesplay as Twins voice SEE ALSO: backup of Rebeca's voice.Posted by pyoh1350 on Oct 16, 2010, 8:47am ....
download :
www.4shared.com/file/vfGk73_4/fx_main.html
how to install: ....
Posted by notld on Nov 7, 2010, 7:00am Great! I'm guessing all the people who made female character models to replace Chuck are thanking you, you pretty much complete their work!
Now, in a small part of the game, Rebbeca appears in actual gameplay, I don't remember in which case, but if you completed the game, you saw it. It's one of the first cases, you have to follow her somewhere. In that part of the game, when she is atacked or shoots or moves through zombies, does she make any kind of noises? Because if she does, that means there's files with them, and it would be possible to replace them just like you did with the twins. And that would help the ones who made Rebbeca's model even further. If she does make any noises, could you do the same you did with the twin's but with Rebbeca? Fixing up the Female Model Swaps Posted by Wizard on Oct 11, 2010, 9:34am I've gotten many complaints about issues with the female model swaps.
I've looked ALL over the Audio folder trying to find Chuck's Grunts" so I could replace them with female ones, so our female model swaps don't sound like Trannys...
halfblindratt on Oct 12, 2010, 3:39am About the "Grunts", it's sorta strange, I opened the chuck.big file in audio and played the .adw files with VLC player, most of them played, not all, but it seemed like it had all of chucks audio. So I went ahead and replaced one little line with another sound.. = Now most of ´Chucks sounds are disabled, Cutscenes still have his voice and the lovely "battlegrunts" are there, but all his actual selftalking, like when changing clothes is gone, nomore "Im a big boy" or "This really isn't my size". Maybe it's simply the ADW-files copyprotection, but they have certainly made it hard giving Chuck a more feminent sound.. Even If the sounds would work, there's like hundreds of them to be replaced, and not all of them were playable, to listen to what you are replacing.
More savable survivors!Posted by dengarde on Dec 20, 2010, 5:41am ...
The information on survivors are located in Datafile.big > Items.txt. Here some example code, this one is for Archie, from Case Zero: … AudioShoeType = "0" Dettermines the footprint sound effects.
SubmitsSurvivorCall = "true" Detemines whether or not the survivor emits "Is someone there" sound files on the feild before recruitment
SubmitsSurvivorHelp = "false" Detemines whether or not the survivor emits "HELP!!!" sound files on the feild before recruitment
VoiceType = "106" Determines the voice files used. Sound trackSoundtrack ChangeI am working on a mod that changes the soundtrack to the game. Not only for boss fights, but some ambience music. How to swap in game musicPlay videosPlay all videos outside of the game You can play all the .bik videos found in Dead Rising 2\data\movies with a program called bink, downloadable here: www.radgametools.com/bnkdown.htmDebug ModeMod:Debug_Mode#Options_availableOptions to change: audio_collision_vis_enabled bool audio_collision_vis_life float audio_disable_local_zombies bool audio_display_peak_meter bool audio_draw_loader_flags int audio_draw_loaders bool audio_draw_message_stats bool audio_draw_surface_debug_text bool audio_draw_surround_emitter_flags int audio_draw_surround_emitters bool audio_draw_surround_volume_flags int audio_draw_surround_volume_Types int audio_draw_surround_volumes bool audio_enable_game_error_messages bool audio_enable_loose_files bool audio_enable_propaudio_info_render bool audio_enable_slot_ambience_rendering bool audio_enable_zombiance_rendering bool audio_enable_zombie_vocal_rendering bool audio_enable_zombie_voice_override bool audio_event_debug_output_mask int audio_lock_listener_position bool audio_log_verbosity int audio_sample_rate_override int audio_zombiance_search_grid_size int audio_zombiance_update_per_frame int audio_zombie_voice_action_filter_Threshold int audio_zombie_voice_max_reference_swap int audio_zombie_voice_override int dbPrintf.Disable_Audio_Channel bool disable_audio bool enable_audio_log bool RenderAudioHeapStats bool
What each one of these files does is unknown, but if you find out, please function post on Mod:Debug_Mode#Options_available no registration required. MethodologySearched all forum threads for the word "sound", last result, #27 on Oct 6, 2010, 7:00am. Also used some information I have learned myself, posted on Mod:Debug_Mode#Options_availableIf you have information to add, add i below and I will incorporate it here.
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moloko
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Post by moloko on Jan 1, 2011 8:41:16 GMT -5
As for the swapping, it worked for me, see the Rebecca thread. What I did was basically just list all the .adw files and then renamed them one by one so they fitted in the Chuck sound file. I re-used what few sounds were available, like "light effort" for the battle grunts and so on, which resulted in almost all sounds replaced with female ones, except for the breaking weapons notation and the vomitting. I only looked in the fx_main.big but I think it held all the sounds that are played by Chuck except for the cutscenes of course. But good to know that VLC can play them, maybe now I'm able to find out which sounds are played when building weapons, etc. Btw, did you delete my thread asking what .adw does? Sorry for being blind not seeing that this was posted here already but I was kinda tired. //Update: Apparently the Media Player Classic can also play .adw, which might be the more comfortable choice to some as it's only 3MB and doesn't require installation. //Update2: I seem to have found the sounds for weapon breaking, which would be 25797.adw and 25798.adw found in chuck.big in data/audio. Seems like there's also the sounds for changing dresses and stuff. I'll try to replace them with void files the make the sounds all female, see if it works. //Yet another update: I now found the Rebecca sound files, they are located in charvocals.big running under numbers 287xx. //I extracted all notable Rebecca sounds and renamed then accordingly. I will now try to replace all Chuck sounds, which seems doable now. I also uploaded the vocals in case anyone needs female sounds to mess with: rapidshare.com/files/440246950/Rebecca_Vocals.zipUPDATE: Okay, I replaced all the sounds in the chuck.big and came across the same problem. Now all the sounds are simply muted and I don't know what causes this. The new .big is significantly smaller, maybe the game does a check on that. Still, if you only alter files in the fx_main.big you can replace the battlegrunts. As for the rest, I'll see into it though I don't know why it won't work.
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Post by anno1404 on Jan 1, 2011 11:08:38 GMT -5
I want to do a section like this for all major topics, then sticky them. Anyone who wishes to help is welcome.
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moloko
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Post by moloko on Jan 1, 2011 11:32:05 GMT -5
Okay, so I gave it another go and changed the values of pitch in the bigfile.xml, which didn't help.
I then replaced a single .adw with another one of exact the same size and the other sounds remained intact. So I suppose the filesize is noted somewhere or the total size of the .big is somewhat important.
UPDATE:
Well, you can open .sfx with the editor and it does nothing more but to show up some paths linked to sounds that are to be played. Strangely these paths don't even exist, so I wonder if the files e.g. in fx_main.big actually have any use. It looks like this: //Version=1.0 cSoundEffect NA { MixerCategory = "SubSFX" PlaybackMode = "1" cSfxTrack FireBurble1 { Path = "C:\bcg\deadrising\audio\sfxSamples\Fire" Sample = "FireBurble1.wav" Volume = "0" }
Some of them link to a folder named 16bit_48kHz so that might explain why the game crashes with another sound output. Yet I don't know if these links do anything or not. I might fuzz around with that later on but right now I'm too fed up with it to bother.
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Post by Deleted on Jan 2, 2011 3:40:16 GMT -5
What type of sound files are .adw?
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moloko
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Post by moloko on Jan 3, 2011 1:14:21 GMT -5
They seem to be renamed .wav files. Some of the .sfx point to certain .wav files that are named like the .adw files so I guess it's just some other codec to make it run smoothly on Xbox or to encrypt them in some sort of way. They can be played with Media Player Classic or VLC nonetheless.
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Post by thommoboy on Jan 16, 2011 20:05:37 GMT -5
can we add this to the infinite mod anno i could try and figure it out?
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Post by anno1404 on Jan 17, 2011 13:53:32 GMT -5
I have not tried any of this stuff, i am just posting what the community knows thus far.
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Post by anno1404 on Feb 7, 2011 17:58:31 GMT -5
From locked Dead Rising 2's Codec + adding custom soundtrackPosted by planb0902 on Nov 7, 2010, 4:33pmOk, hours of research lead to discovering that this is Dead RIsing 2's Codec: Microsoft ADPCM, 48,000 hz, 2 channels, and 528 kb/s teh adw files are .WAVs, encoded with this codec, which is why a regular wav will not work. anyone who knows codec should definately try this out
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Deleted
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Post by Deleted on Apr 11, 2011 9:18:19 GMT -5
has anyone tried changing the Adw files to .bik, which is the file format used by Bink.
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Post by anno1404 on Apr 11, 2011 10:01:25 GMT -5
has anyone tried changing the Adw files to .bik, which is the file format used by Bink. I think I have and it didn't work. As there is a probably 20 to 1 ratio of dead rising 2 players who use these mods and actual modders, I strongly suggest testing these experiments out yourself, as we modders are overwhelmed and short on help.
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Post by Deleted on Apr 11, 2011 10:13:22 GMT -5
See if I can get my version going again first. I'm a little inclined not to touch anything again after this nightmare with the exe.
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Post by Deleted on Apr 11, 2011 10:40:59 GMT -5
Got one to add to audio. The game won't run if your speakers or headphones have a default format of more then 16-bit 44,100 Hz. forum.xentax.com/viewtopic.php?f=17&t=5419I can testify to changing .adw to .wav and successfully hearing the sound fine. Oh, and here's an xwma to wav converter. www.mediafire.com/?ll233rljq8fuvr1To use the file. Name the .xwma file to .wav, open the program, select the file you just renamed, select an output folder and give it a filename, click convert. Ending Credits Converted: www.mediafire.com/?pkgdo2idzlb90daXWMA player: www.din.or.jp/~ch3/xWMAPlay.zipJust drag an XWMA file onto the player. How to Encode to XWMAEncoding to xWMA is pretty easy when you know how. First you need to download the latest DirectX SDK. www.microsoft.com/downloads/en/details.aspx?displaylang=en&FamilyID=3021d52b-514e-41d3-ad02-438a3ba730baNext you must install said DirectX SDK. Note down where you install it as you'll need it for later. Then you have jump into you CMD. This is down but going into the start menu, and typing CMD in the search bar. You can pretty much press enter immediately. Next with CMD open you have to navigate to cd (Where you installed your SDK to, as noted above)\Utilities\bin\x86\ Enter XWMAENCODE Next, pick a sound file of your choice, make sure its .wav, then enter the pathway to that song. Something like "ProgramFiles/User/Selvec/MyDocuments/Music/little_lionman.wav". Press space then enter an output folder, example "ProgramFiles/User/Selvec/MyDocuments/Output/little_lionman.xwma". Press enter. The result should be something like C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Utilities\bin\x86>xwmae ncode "C:\Users\Tim\Desktop\07-mumford_and_sons-little_lion_man.wav" "C:\Users\T im\Desktop\New folder\little_lionman Encoded 43582464 bytes of 44kPcm16BitStereo data to xWMA (bitrate 48000)
Try playing the file in the above noted XWMA player. If it works, its converted. Congrats.
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Post by Deleted on Apr 11, 2011 17:21:56 GMT -5
This warrants a new post! I got sound working! YES! WOO! Excuse me while I go dance for a bit!
Okay so here's how you do it. Basically you have your sound files, and I'll use your music.big file as an example. What you do is take some music you want, convert it to the same file type as the one you want to replace, be it .adw or .xwma. Then you use the same name as the file you are replacing, renaming the file of the music you want.
So say you want to replace one of the pause menu tracks with a song named lion.xwma. You'd rename the file to Mall_Music_Mallow.xwma, and remove the original.
Now this is where others ran into a road block. What you have to do is then pack the music.big and copy it. You have to then unpack the cache.big file in the audio folder, paste your music.big there and replace the current music.$$$ by changing music.big to music.$$$. Then pack up your cache file and your away singing!
I haven't figured out how to replace the audio files in the fx_blah blah.big files yet, but one step at a time.
Edit: If for some reason the above method doesn't work. Just delete the cache.big file. Its annoying anyway. That's what I ended up doing. Just make sure you back it up before doing anything.
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Post by anno1404 on Apr 11, 2011 17:32:02 GMT -5
nice job. From change soundtrack closed thread: I'm sure its possible. Mayeb by replacing one of the WAV Files in the .BIG files directory? thoughts? goose09 Looking into it right now. The sound files are all in .big so after unpacking them they are a collection of association files and XWma's. Might take some time to get it worked out completely though. Also, am going to need help getting the game to accept them
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Post by Deleted on Apr 11, 2011 17:58:45 GMT -5
Having trouble eliminating all the Mall Music. There always seems to be some. If I could find the controlling txt files it would be fine. Its either the .sfv files causing issues, or I'm simply missing something entirely. I'm gonna go with missing something entirely personally.
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Post by anno1404 on Apr 11, 2011 18:06:45 GMT -5
Wow, that is a tough one. Where is the mall music controlled? I swear I saw it once before, but I see a lot of files and it is one big blur. I will have to think about it.
My first guess is sgraph.txt (you can get lost forever in that behemoth) but i don't know for sure. search for "music" in that 477,000 line monster.
Then search for "music" in the entire data folder, including inside of files (default with vista and windows 7)
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Post by Deleted on Apr 11, 2011 18:14:44 GMT -5
Yea looked through the data folder. There are some more audio files located in streamedassets.big. Like fx_safehouse.big has a few. Some of that bloody mall music as well. But I don't think it's effecting this. Edit: Just looked through the sgraph. Nothing music, sound or otherwise related. Update:Anno1404 asked me to add the location of the DR1 music files I find. So here are the easy ones. Audio -------Music.big ------------------"MallMusic2_DR1.xwma" ------------------"MallMusic3_DR1.xwma" ------------------"MallMusic4_DR1.xwma" ------------------"MallMusic6_DR1.xwma"
Um what else. Oh, I'll explain bigfile.xml Bigfile is a list of all the files that are meant to be in a .big package. If your going to add any files, you must update this xml to reflect that. Oh suppose what each folder has would also be useful. Music.big This folder is basically full music tracks. Not sounds or anything, but proper music. Like the music you hear in the pause menu, or that song in the mall. (I hate that mall music so much...). You can basically call this folder the games "soundtrack". If they had a Dead Rising 2 OST, this would be it. 18067.xwma 18074.xwma 18075.xwma 18076.adw 18077.xwma 18078.xwma 18079.xwma 18081.xwma 18156.xwma 18157.adw 18160.xwma 18582.xwma 18583.xwma 18584.xwma 19524.xwma ActionCue4.xwma Americana2.xwma Atlantica.adw Bar2_TripHop.xwma BarRock1.adw bigfile.xml BlueStahli_Scrape.adw BlueStahli_Scrape_Vox.xwma BlueStahli_ShinyOriginal.adw Bossa_Lounge1.adw BratwurstPolka.adw CandyShop.adw Celldweller_Eon.adw Celldweller_Eon_Vox.xwma Celldweller_IBelieveYou.adw Celldweller_NarrowEscape.adw Celldweller_OwnLittleWorld.adw Celldweller_OwnLittleWorld_Vox.xwma Celldweller_SwitchbackDetroit.adw Celldweller_SwitchbackDetroit_Vox.xwma Celldweller_TheBestItsGonnaGet.adw Celldweller_TheBestItsGonnaGet_Vox.xwma CheesecakeMania.adw Country1.adw CucinaItalianna.adw Dance1.adw DinerMusic.adw Diva1.xwma Diva2.xwma Diva3.xwma Diva4.xwma Diva5.xwma Diva6.xwma Diva7.xwma Diva8.xwma Diva9.xwma DivaSting.xwma DolphinMusic.adw DR2_EndCredits2.xwma Excitorama.adw Excitorama2.adw Excitorama3.adw Excitorama4.adw Excitorama5.adw Excitorama6.adw firePitSourceMusicAndEffects.adw gyroscopeAttractSourceMusic.adw gyroscopeRidingSourceMusic.xwma HamburgerFiefdom.adw HB_Indemnify.adw HB_UltimateFanInstrumental.adw HB_UltimateFanVocal.xwma HighStakesPoker.adw Juggz.adw KillTheSound_EndCredits1.xwma LasVegas.adw little_lionman.xwma Looters.adw MagiciansMusic.adw MallMavin.xwma MallMusic2_DR1.xwma MallMusic3_DR1.xwma MallMusic4_DR1.xwma MallMusic6_DR1.xwma MallMusic_Medium1.xwma MallMusic_Mellow1.xwma MallMusic_Mellow2.xwma MallMusic_Mellow3.xwma MallMusic_Mellow4.xwma Mariachi.adw Mascot.xwma MascotInstrumental.adw MechanicalBull.xwma mechanicalBullStream.adw mechanicalDolphinStream.adw MercenariesBattleHigh.adw MercenariesBattleLow.adw MercenariesBattleUnderground.adw MilitiamenGround.adw MilitiamenRooftop.adw MoneyGrab.adw Oleksa_Conspiracy.adw Oleksa_HelicopterBattle.adw Oleksa_TargetLocked5.adw PanicOutbreak.adw PeepShowLoop.adw Postman.adw PressStartDR2.adw PubOGold.adw PunkEnding.xwma PunkLoop.adw ShoalNightClub.adw SlotBarn.adw StripClub.adw StripPoker.xwma SuperShopper.xwma TheGrand.xwma TikiBar.adw TIRTruckTrailer.adw TIR_Tutorial1.xwma TK_OT88bpm.adw TK_TrainC.adw Velveeta.xwma VIPLounge.xwma wheelAmbientLOOP.adw WildWestGrill.adw Wonderland.xwma Wonderland_Drums.xwma Yucatan.adw
ambience.big Okay so this folder is pretty much the background sounds. The tunes that make up the environment and such. You'll find things like a trapped crowds screams in here, or the Yucatans Jungle theme. It's basically what it says, Ambience. Note that the screams aren't individual, and are just background sound you usually hear in a loop while in an area. So don't expect to find things like someones specfic death scream in here. 10955.adw 6866.adw 6871.adw 6883.adw 6884.wav 6885.adw 7920.adw bigfile.xml blackjackKillerAttract.xwma CineDino1.adw CineDino2.adw CineDino3.adw CineDino4.adw CineDino5.adw CineDino6.adw CrowdTrappedLarge.adw CrowdTrappedSmallClose.adw drawWesternPokerAttract.xwma Roulette.xwma Yucatan.adw
chuck_big Okay so this one is odd. This is basically voiceprints for things chuck says. But they aren't full sentences. They are small two word prints that I believe are meant to be strung together to form sentences. This way chuck can have many dynamic phrases. Thats a guess mind you. If you have more specific info, would be good. 36674.adw 36678.adw 36679.adw 36683.adw 36697.adw 36698.adw 36701.adw 36709.adw 36710.adw 36711.adw 36712.adw 36714.adw 36715.adw 36716.adw 36717.adw 36721.adw 36722.adw 36723.adw 36726.adw 36727.adw 36729.adw 36730.adw 36731.adw 36732.adw 36734.adw 36735.adw 36736.adw 36737.adw 36740.adw 36741.adw 36743.adw 36746.adw 36747.adw 36749.adw 36750.adw 36751.adw 36752.adw 36754.adw 36755.adw 36757.adw 36766.adw 36768.adw 36769.adw 36770.adw 36773.adw 36776.adw 36779.adw 36781.adw 36783.adw 36784.adw 36785.adw 36788.adw 36789.adw 36790.adw 36791.adw 36793.adw 36794.adw 36795.adw 36796.adw 36798.adw 36799.adw 36805.adw 36806.adw 36807.adw 36808.adw 36809.adw 36811.adw 36816.adw 36817.adw 36818.adw 36819.adw 36820.adw 36821.adw 36823.adw 36825.adw 36828.adw 36829.adw 36830.adw 36832.adw 36837.adw 36838.adw 36839.adw 36842.adw 36843.adw 36845.adw 36846.adw 36847.adw 36848.adw 36849.adw 36850.adw 36854.adw 36855.adw 36861.adw 36862.adw 36869.adw 36870.adw 36872.adw 36873.adw 36874.adw 36875.adw 36876.adw 36877.adw 36879.adw 36880.adw 36882.adw 36883.adw 36884.adw 36885.adw 36892.adw 36894.adw 36895.adw 36896.adw 36899.adw 36900.adw 36901.adw 36902.adw 36905.adw 36925.adw 36928.adw 36930.adw 36934.adw 36935.adw 36936.adw 36947.adw 36950.adw 36951.adw 36969.adw 36971.adw 36974.adw 36975.adw 36989.adw 36992.adw 36994.adw 36995.adw 36996.adw 36999.adw 37000.adw 37004.adw 37007.adw 37009.adw 37015.adw 37019.adw 37020.adw 37034.adw 37035.adw 37036.adw 37038.adw 37039.adw 37041.adw 37043.adw 37046.adw 37047.adw 37048.adw 37052.adw 37053.adw 37054.adw 37055.adw 37056.adw 37057.adw 37059.adw 37061.adw 37062.adw 37065.adw 37066.adw 37067.adw 37068.adw 37072.adw 37073.adw 37075.adw 37077.adw 37080.adw 37084.adw 37088.adw 37093.adw 37096.adw 37100.adw 37101.adw 37103.adw 37105.adw 37106.adw 37108.adw 37111.adw 37112.adw 37115.adw 37116.adw 37117.adw 37118.adw 37119.adw 37122.adw 37123.adw 37124.adw 37125.adw 37126.adw 37127.adw 37128.adw 37129.adw 37130.adw 37132.adw 37133.adw 37134.adw 37136.adw 37137.adw 37139.adw 37141.adw 37146.adw 37147.adw 37148.adw 37149.adw 37150.adw 37151.adw 37153.adw 37154.adw 37155.adw 37156.adw 37158.adw 37159.adw 37160.adw 37161.adw 37163.adw 37165.adw 37166.adw 37167.adw 37168.adw 37169.adw 37170.adw 37171.adw 37172.adw 37173.adw 37174.adw 37180.adw 37181.adw 37182.adw 37183.adw 37184.adw 37185.adw 37186.adw 37187.adw 37188.adw 37189.adw 37190.adw 37191.adw 37192.adw 37194.adw 37195.adw 37646.adw 37649.adw 37650.adw 37652.adw 37653.adw 37654.adw 37659.adw 37661.adw 37663.adw 37664.adw 37665.adw 37666.adw 37669.adw 37670.adw 37671.adw 37672.adw 37673.adw 37676.adw 37677.adw 37679.adw 37680.adw 37681.adw 37683.adw 37684.adw 37685.adw 37687.adw 37688.adw 37689.adw 37690.adw 37691.adw 37693.adw 37695.adw 37696.adw 37697.adw 37698.adw 37700.adw 37701.adw 39199.adw 39200.adw bigfile.xml
streamfx.big streamfx.big has some effects used in dead rising 2. The streamfx package contains things like the sound effect used for the Start button, or the game over sound. Its also got this weird file called "14kHzLongLOOP". I highly suggest you DO NOT PLAY THIS FILE. It belts out a screeching sound that hurts your ears. I'd suggest you don't edit it. 14kHzLongLOOP.adw bigfile.xml CrowdChantBlue.adw CrowdChantCountdown_01.adw CrowdChantCountdown_02.adw CrowdChantCountdown_03.adw CrowdChantCountdown_04.adw CrowdChantCountdown_05.adw CrowdChantCountdown_06.adw CrowdChantCountdown_07.adw CrowdChantCountdown_08.adw CrowdChantCountdown_09.adw CrowdChantCountdown_10.adw CrowdChantCountdown_Cheer.adw CrowdChantGreen.adw CrowdChantKill.adw CrowdChantKillForCash.adw CrowdChantMakeEmBleed.adw CrowdChantRed.adw CrowdChantRiskItAll.adw CrowdChantTIR.adw CrowdChantWeWantBlood.adw CrowdChantYellow.adw DBCPink.adw GambRoulette1.adw GambRoulette10.adw GambRoulette11.adw GambRoulette12.adw GambRoulette13.adw GambRoulette14.adw GambRoulette15.adw GambRoulette16.adw GambRoulette17.adw GambRoulette18.adw GambRoulette19.adw GambRoulette2.adw GambRoulette20.adw GambRoulette21.adw GambRoulette22.adw GambRoulette23.adw GambRoulette24.adw GambRoulette25.adw GambRoulette26.adw GambRoulette27.adw GambRoulette28.adw GambRoulette29.adw GambRoulette3.adw GambRoulette30.adw GambRoulette31.adw GambRoulette32.adw GambRoulette33.adw GambRoulette34.adw GambRoulette35.adw GambRoulette36.adw GambRoulette4.adw GambRoulette5.adw GambRoulette6.adw GambRoulette7.adw GambRoulette8.adw GambRoulette9.adw mechanicalBullStream.adw mechanicalDolphinStream.adw minigameOnlineJoinCrowdCheerStream.adw START.adw sysGameover46a_01a.adw sysPressStart10a_02c.adw Tinitus2.adw
Other Sound files:As well as the sound files located in the audio file, some sound files can be found in the various .big packages located in the streamedassets.big file. I'm not entirely sure what these are for, but you can find things such as the background sounds used in the safehouse, and the sound effects found on various items. It also contains models and textures to. I haven't yet found out how to edit this files to be used. There is usually a .adw file, such as "MallMusic.adw" and an .sfv file, such as "MallMusic.sfv". The adw and sfv are usually named the same. As such, I'm thinking you need to edit the sfv file if you edit the adw file. However, I have not found a way to open the sfv files, as its not the more common file types associated with that name.
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Post by spider3po on Apr 18, 2011 0:44:47 GMT -5
I have something that might convert xWMA to wav files. However, I cannot get it to work despite these claims. Maybe cause I run windows 7 on a 64 bit system. I don't know. Maybe it'll work for you. If it does, please report your findings here. Originally found on FF Shrine. So, thank them I guess - if it works for you. Attachments:
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Post by anno1404 on Apr 18, 2011 8:51:29 GMT -5
Wow sev! that is incredible great find! Thank you so much for finding this and doing all this work! You said that you play different music when you play, would you want to make a tutorial? ( Preferably on the wiki?) You could name it Mod:Sound. Awesome job, the community will be using this information for years in the future! RE: Anno1404 asked me to add the location of the DR1 music files I find. So here are the easy ones.So cool! If you can only figure out what the paradise plaza and dead rising 1 food court files in datafile.big/items.txt do now! RE: Okay so this one is odd. This is basically voiceprints for things chuck says. But they aren't full sentences. They are small two word prints that I believe are meant to be strung together to form sentences. This way chuck can have many dynamic phrases. Thats a guess mind you.
Talk about a Flash of Genius! There is so much valuable material here. This is a little like the game text, a huge mess of jumbled sections, but at least each sentence is usually intact! I have something that might convert xWMA to wav files. However, I cannot get it to work despite these claims. Maybe cause I run windows 7 on a 64 bit system. I don't know. Maybe it'll work for you. If it does, please report your findings here. Originally found on FF Shrine. I can try it tonight, remind me.
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Post by anno1404 on May 18, 2011 14:29:19 GMT -5
This awesome find is from DENGARDE, who found the scrapped survivors and case zero survivors. Quote: It seems I was able to locate, rip, and convert the voice files from the PC version of DR2. I'm listening to them all, (God, Don and Paul have 1300 lines alone D:) and found a few interesting things. For example, [[Wade Coopwood]] has about twenty unused lines I'm gonna post more vids as I cone across new stuff, so sit tight. ... Speaking of the voice files though, man, Don and Paul easily have the most lines in the game. The files of them bickering alone go on for 34 minutes. And that only covers half of it, I haven't even counted the files of them alone.
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Post by Deleted on May 18, 2011 15:39:21 GMT -5
NEW INFO REGARDING CASE ZERO SOUND: Case Zero's audio files are all in .xma format, X360's compressed audio file. Also another variation of xwma. Xwma files are portable using an app I found on the Internet, so is it possible .xma can also be ported? And I found an app to port voices long ago...damn, shoulda told you guys But whatever.
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dengarde
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Post by dengarde on May 18, 2011 15:59:53 GMT -5
XWMA's can be played in Windows Media Player, no problem. Audacity can also read them, and port them to WMV's. (Or MP3's with the correct codecs.)
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Post by Deleted on May 18, 2011 17:00:35 GMT -5
XWMA's can be played in Windows Media Player, no problem. Audacity can also read them, and port them to WMV's. (Or MP3's with the correct codecs.) Yes, but .xma is likely not playable. It uses a form of X360 codec, which also hasn't been cracked yet. I'll try throwing together a script to port them this weekend when I'm free.
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dengarde
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Post by dengarde on May 18, 2011 17:43:24 GMT -5
Yeah, I tried playing XMA in Windows Media Player AND Audacity. with no luck. Just thought I'd mention it though, since you said XMA's are a variation of XWMA.
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Post by Deleted on May 18, 2011 17:49:31 GMT -5
Yeah, I tried playing XMA in Windows Media Player AND Audacity. with no luck. Just thought I'd mention it though, since you said XMA's are a variation of XWMA. They are, but they have an Xbox codec that does not let them play it. Xwma is a form of windows media audio, same goes for xma but it's more compressed.
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dengarde
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Post by dengarde on May 18, 2011 17:54:56 GMT -5
In other news, it seems not many people here play TiR. So... here.
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Post by Deleted on May 18, 2011 18:08:02 GMT -5
It's funny because only a few of the lines they have are actually said online.
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Post by Deleted on Jun 5, 2011 5:26:05 GMT -5
Regarding custom music, after adding my custom boss themes I noticed the themes didn't loop anymore. I tried meddling with the text files in the audio folder, but to no avail; deleting some lines in these files resulted in disabling music in that particular area.
EDIT: I noticed that the custom theme I have for when you are fighting the rednecks on the rooftops does loop properly. I tried copying the same scripts used for them into the other music files, but it ended up disabling the music in those areas.
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Post by anno1404 on Jun 5, 2011 11:55:41 GMT -5
Regarding custom music, after adding my custom boss themes I noticed the themes didn't loop anymore. I tried meddling with the text files in the audio folder, but to no avail; deleting some lines in these files resulted in disabling music in that particular area. Thanks for trying! I tell people to post their failures too, to help future modders figure out quickly what does not work, and to help them quicker find what does work.
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