19-08-16, 17:12 | #11 |
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19-08-16, 17:21 | #12 |
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is there a way to convert them in case they aren't encoded in that format ?
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19-08-16, 18:25 | #13 |
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19-08-16, 19:03 | #14 |
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i'll try to find one
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19-08-16, 21:28 | #15 |
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@Gh0stBlade
can u tell me the frequency, the channels, and the bit-depth from the original sound files used in game ? PS: Crap, sorry for double post Last edited by laracroft1997; 19-08-16 at 21:32. |
19-08-16, 22:20 | #16 | |
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Quote:
Only 1 channel is supported by the engine. Bits per sample must be 4. Cheers. |
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19-08-16, 22:25 | #17 |
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one more question Lol, Sorry for wasting your time. do you know the name of the files Lara's SFX are stored into, Like, Grunts and etc, could u make a list? all i see is numbers and i'm getting slightly dizzy
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19-08-16, 23:02 | #18 | |
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Quote:
Code:
for %%i in (*.WAVE) do "WAVE2WAV.exe" %%i Regards. |
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19-08-16, 23:10 | #19 |
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it looks like i'll have to figure it out by myself then.
thanks anyway. edit: so i extracted the sound files from the bigfile.000, converted them from wave to wav and then, i got a bunch of mute files edit 2: the gibbed thing is not extracting the files from the bigfile.001 Last edited by laracroft1997; 20-08-16 at 00:29. |
20-08-16, 12:31 | #20 | |
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Quote:
Gibbed's unpacker requires all bigfiles to be in the same folder at once, you only pass the first volume of the bigfile as an argument, the others are automatically extracted. Regards. |
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