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 Forum index » Modding Central » Other Games Modding
Extracting Audio from Emperor: Battle For Dune
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Sun Oct 30, 2011 10:22 pm    Post subject:  Extracting Audio from Emperor: Battle For Dune
Subject description: How to?
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I've done a little searching on the internet, yet I still can't seem to get this to work. I do have the game but trying to extract unit audio has proven difficult.
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FurryQueen
General


Joined: 24 Jul 2010

PostPosted: Mon Oct 31, 2011 1:26 am    Post subject: Reply with quote

http://dune2k.com/Downloads/
Been to FED2K yet?
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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Mon Oct 31, 2011 2:02 am    Post subject: Reply with quote

Yeah I gave it a go with some of the tools but I didn't extract anything useful. It was just static.
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Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Mon Oct 31, 2011 8:38 am    Post subject: Reply with quote

the BagTool (iirc) worked great for me some years ago.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Oct 31, 2011 5:35 pm    Post subject: Reply with quote

From what I know you can't. If you use XCC Mixer -> Audio Extractor, you need to find a file that is hidden/protected. I don't know anything about BagTool, might give that a try. If that fails, do what I did: record it ingame (which gives bad results, I know).
EDIT: tried the BagTool: it gives me a lot of noise with some speak embedded in it. Am I doing something wrong Ju-Jin?
EDIT2: nevermind, seems the noise was part of the sounds. If you want the Emperor sounds, use the .bag file from YourEmperorDirectory/DATA/SFX. For some reason the effects do play properly here, but the voices aren't played by either WMP or VLC. Looks they are in a slightly different format or something Confused

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Mon Oct 31, 2011 8:42 pm    Post subject: Reply with quote

I tried to extract stuff using the BagTool from the bag under the Dialog folder but it results in static. I am mainly looking for additional unit voices. I'll give it another shot in a second.

EDIT: XCC Sound Editor doesn't seem to work because the bags lack an IDX file.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 01, 2011 5:41 pm    Post subject: Reply with quote

Dialog looks a lot like static indeed, and I assume they are used for ingame commentary. As said, you need to look under SFX. The .txt files say which voices are which. I've been unsuccessful so far to extract any voice, as they seem to be in some kind of WAV format that no program can read. Weapon FX's do work fine.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Unknown

PostPosted: Tue Nov 01, 2011 5:46 pm    Post subject: Reply with quote

Did anyone find anything out on this? I remember a TS mod that was released recently (I think?) that had Emperor dialog.

EDIT: Yeah I finally realized that it was just the ingame commentary stuff. There are some that aren't static on the CD if IIRC. I'll see more about the stuff on CD itself, but I don't think it'll help.
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Nov 01, 2011 6:19 pm    Post subject: Reply with quote

Been fiddling with stuff, and here is what I found:
-if you import the voice file into Audacity or any other sound editor, you get a static sound.
-if you use a Hex editor and compare it with a working sound, you'll see that the header is off. It also looks like none of the data bytes makes sense when compared to the normal file. When I tried to make the header files the same, and then play the sound, WMP crashed #Tongue
-for some reason I tried to dump the file in a .mix file, and see what kind of info it gave there. A normal sound file gave "format: 0001". The voice file gave "format: FFFF".

I guess that the voice files are either compressed in some other way, or there's some kind of trick we seem to have missed.

EDIT: using the properties window in BagTool, I noticed more:
-correct wave files have "Type: 6" and "Starting value: 0x0 0x0 0x0 0x0"
-voice files have "Type: 28" and "Starting value: 0x0 0x0 0x2 0x0"
I dunno what the differences are, but that is the main difference between working and non-working files.

EDIT2: taking a look at some other files, I also found files with "Type: 12", and "Starting value: 0x0 0x0 0x2 0x0". These sound effects have a lot of static, but still retain some of their original sound. All those files from the Dialog .bag file have these, and some effects from SFX .bag file.

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The-Light
Grenadier


Joined: 08 Aug 2009
Location: Netherlands

PostPosted: Wed Nov 02, 2011 1:25 pm    Post subject: Reply with quote

Don't have Battle for dune, but a quick google brings me to "Dragon UnPacker", previous experience of me are good, though haven't used it in a while.

Dragon UnPacker works fairly easy, i was able to do most finalbig function with it by just trying, download page is here: http://sourceforge.net/projects/dragonunpacker/files/Dragon%20UnPACKer/Stable%20releases/5.6.2%20Exedra-Chac/dup562exedrachac-setup.exe/download oh yeah, norton doesn't tell anything suspicious about it.

Still i hope it does extract your required sound correctly, sorry don't have E:bfd so can't try it myself..

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Nov 02, 2011 6:28 pm    Post subject: Reply with quote

Interesting tool. I immediately notice that all voices are in .CMP format instead of .W (which I assume is for wave). Might give it a try.

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