22-05-15, 10:07 | #201 |
Member
Joined: Feb 2015
Posts: 874
|
Hi guys, I need your help.
I'm trying to change audio tracks inside *.awd files but I can't figure out what kind of codec they used for audio data. It's something like 4 bit ADPCM but I've already tried with Microsoft and IMA ADPCM and both sounds horrible (noisy and distorted). I'm using the PC version of the game. Thank you! |
22-05-15, 12:34 | #202 |
Member
Joined: May 2007
Posts: 473
|
Core Design used a custom IMA ADPCM audio with TR3 FMV's using the VideoStudio 2.1 by Eidos Interactive, but I don't think they used this format with AOD...
Could you release the file struct, please? I'm interested too, for can do new dubs and fixes. Regards |
22-05-15, 14:46 | #203 | |
Member
Joined: Feb 2015
Posts: 874
|
Quote:
This is what I've discovered as far working with awd2wav and hexeditor. http://i.imgur.com/39BNKYx.jpg This picture is from a cutscene awd file. The file structure is almost the same of a regular level awd file but it is easier because it contains only one audio file. The first part of the file contains a list of events and related sounds. When the game calls an event (for instance 05 00 00 9F) the associated audio file is played (00 01 AA F5 in this case). I put quotation marks in "constant" because that sequence sometimes changes between 00 45 58 04 and 0A 45 58 04 (I don't know why). The second part is the list of audio files contained in the awd. In this case it is immediately followed by the data chunk because this awd contains only one file. "Audio data block size" is referred to each audio clip, not the whole data chunk. I'm not sure of the beginning point of the data chunk. What is 100% sure is that files are stored in a 4-bit/sample codec. Sorry for bad english. Last edited by Greenkey2; 19-06-15 at 15:33. Reason: Oversized image |
|
24-05-15, 12:30 | #204 | ||
Member
Joined: May 2007
Posts: 473
|
I posted the link in my message; you can find it the decoder code: Here.
That language ID is different in every language in "cs_15_24.awd" file: Quote:
Quote:
Best Regards Last edited by Suikaze Raider; 24-05-15 at 16:16. Reason: Updating. |
||
25-05-15, 12:25 | #205 |
Member
Joined: Feb 2015
Posts: 874
|
Thank you for your reply. That list is very useful.
Unfortunately I don't have enough knowledge to understand how to use information provided by the link to properly read samples_data. |
26-05-15, 11:12 | #206 |
Member
Joined: May 2007
Posts: 473
|
Unfortunately, I don't understand that code fully...
I tried import the RAW data in Adobe Audition, but it was noised a lot always... I tried inverted the nibbles of every byte too, but the result was the same Regards. |
26-05-15, 12:19 | #207 | |
Member
Joined: Feb 2015
Posts: 874
|
Quote:
BTW you forgot SGRP and SGRE zones between Sample zone and Event zone. The structure is the same of other parts, it should be something like this: //Sgrp Zone. bitu8[4] Sgrp_Tag; //"SGRP" bitu32 Sgrp_Size; //In Bytes. bitu8[Sgrp_Size] Sgrp_Data; //Sgre Zone. bitu8[4] Sgre_Tag; //"SGRE" bitu32 Sgre_Size; //In Bytes. bitu8[Sgre_Size] Sgre_Data; Here some of other discoveries I've made on Sample zone: http://i.imgur.com/tzeyb0t.jpg If you notice some samples have "00 00 00 00" as lenght. These are stream samples and they're "jumped" in this part of the awd file because their lenght is written later in the STRI zone. Last edited by Greenkey2; 19-06-15 at 15:33. Reason: Images are waay too big |
|
19-06-15, 14:02 | #208 |
Member
Joined: Feb 2015
Posts: 874
|
I'm currently working on a PC version of ending credits.
The easiest way was to record credits from PS2 and then add the video at end.mpg video of PC version. But it would look like horrible so I decided to do a remake of the credits in 4K resolution. Here's a preview of the first screenshot. Original: http://i.imgur.com/ynAA857.jpg 4K Remake: http://i.imgur.com/Seoi939.jpg Of course I'll do a 1080p version because few PCs are strong enough to run a 4K video. Last edited by nakamichi680; 19-06-15 at 16:16. Reason: Images were waaaay too big |
19-06-15, 15:32 | #209 |
Member
Joined: Jul 2005
Posts: 17,433
|
Image sizes
Welcome to the forums, nakamichi680
I've converted your images to links because they exceeded the forum's guidelines. They were stretching the forum's layout and people with slower connections would have had to wait way too long for the page to load. In future, please either keep within the 1024x768 pixel / 500kb limit, or post them as links |
19-06-15, 16:15 | #210 | |
Member
Joined: Feb 2015
Posts: 874
|
Quote:
ooops, I'm so sorry I'll pay more attention in the future |
|
Thread Tools | |
|
|