[Release] Wwise Sound Tool BETA
#1
Television 
Hi everyone,

my name is Xaser and I've been playing Payday 2 for a while now and recently got into modding it. I have quite a bit experience in game modding, starting with Oblivion back in the days :)

I'd like to introduce to you my freshly made Wwise Sound Tool that hopefully will make it easier for all the other Payday Modders to create Sound Mods of all kind.

The first question you probably have on your mind is: "What the heck for, there are perfectly good tools out there". Well you are right.. kinda.

The ultimate goal of this tool is to combine the functionality of Bohdi's (not quite done) bnk tool with Zwagoth's wwise_apdcm_tool AND eventually support even more formats for other games (like Wildstar) and a proper, easy to use GUI.

There were several reasons that made me write a new tool, I'll just list some here:
- Zwagoth's wwise_adpcm_tool removes wave header data when decoding wwise ima adpcm files. This has unknown consequences.
- Zwagoth's wwise_adpcm_tool is in a.. quite messy state, and he said so himself.
- I had some trouble with Bohdi's Sound tool (especially longer-than-original replacement files)

What I release today is the v0.9 BETA for you guys to test (most of the underlying code works and just some user commands still need implementing).
The main reason I release a BETA is that I basically achieved what I wanted and tend to loose interest in a project after my main goal is completed, so I need you to keep up the pressure :)

It offers:
- Extracting embedded wems from bnk files
- Packing wems into bnk files
- Decoding wems / streams to wav
- Encoding wav to wems / streams


It shouldn't be long till the final console based release (v1.0) and then it will probably take a while till the GUI (v1.5) is done.

Thanks goes to:
- Zwagoth for the original wwise_apdcm_tool that I used to compare my outputs to :D
- The FFMPEG project and wiki.multimedia.cx which were my main references for the IMA ADPCM implementation.
- Xentax Wiki which was my main reference for the Wwise Soundbank (bnk) file format.
- Wwise for making such an awesome format :P

I will eventually release the source code, once v1.0 is done and I did a round of refactoring / tidy up.

The Download is  in the attachment, please provide feedback ;)

So happy modding :)

UPDATE 19.01.2016: Due to the apparently increased demand in this tool, I have increased its priority and threw together a command line version of the revised C# Version, which may be added to the BMT later on. This Command Line Tool is still in highly experimental state since I didn't have any time to do any further testing. Commands that have not been finished show a warning before use. Please provide feedback via this thread or by PM. I hope to find time to finalize a version that at least enables anybody to do everything needed for sound modding. As for functionality, the lib is nearly there, its mostly CMD/GUI stuff missing.[Image: zip.png]


Attached Files
.7z   wwise.7z (Size: 11.87 KB / Downloads: 1,841)
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#2
Reserved for Tutorial...

Okay, how to use the tool. If you are like me and hate Video Tutorials, because you can't use CTRL+F on them, then you'll be glad to see that I typed it  all down for you :)

First off, the Lookup Tables for Sound files:
http://www.reddit.com/r/paydaytheheistmo...kup_table/
https://dl.dropboxusercontent.com/u/3067...2/dump.txt
http://web.archive.org/web/2015031815310...iles/Music

Part 0: Setting up a workspace
- In a location of your choice, create your Payday Workspace
- It may look like this
- "Payday Modding\Tools\Wwise Sound Tool"
- Extract the wwisetool.exe into this folder
- "Payday Modding\Mods"
- This folder will contain a folder for each of your mods

this here is all outdated, please refer to the CMD line help till I find time to rewrite this stuff.
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#3
But does it modify looppoints?
Refer to this for more info: https://bitbucket.org/zabb65/payday-2-mo...at=default
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#4
I didn't yet run into files with looppoints, so no - but it will when time / demand comes :)
Oh funny enough I completely missed that BNK tool in the zabb65 repo :D oh right, because its part of the bundle modder, which i completely ignored.

Thanks Spy, I'll give it a read.
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#5
(06-15-2015, 11:49 PM)Xaser Wrote: I didn't yet run into files with looppoints, so no - but it will when time / demand comes :)
Oh funny enough I completly missed that BNK tool in the zabb65 repo :D

That's because I released it recently. It's mine. :P
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#6
(06-15-2015, 11:51 PM)I am not a spy... Wrote: That's because I released it recently. It's mine. :P

I see :D well I gave the code a quick read and it looks quite nice. I like the clean style and right now I feel stupid for moving back to c++11 instead of sticking with C# that I've been using for the last few years :D .NET makes some operations quite a bit easier...

The way I see it, your BNK tool isn't quite done yet either? will you continue to develop it?

I think I will be able to implement Looppoint to my tool quite quickly.
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#7
(06-16-2015, 12:09 AM)Xaser Wrote:
(06-15-2015, 11:51 PM)I am not a spy... Wrote: That's because I released it recently. It's mine. :P

I see :D well I gave the code a quick read and it looks quite nice. I like the clean style and right now I feel stupid for moving back to c++11 instead of sticking with C# that I've been using for the last few years :D .NET makes some operations quite a bit easier...

The way I see it, your BNK tool isn't quite done yet either? will you continue to develop it?

I think I will be able to implement Looppoint to my tool quite quickly.

This will answer your questions: https://modworkshop.net/showthread.php?tid=91

Tool is currently capable of extracting information from BNK and presenting it. It can also create BNK with changes made with an opened file. It lacks some patching features, such as give it a file and id to update. But it displays information perfectly fine.
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#8
that was what I was hinting at ;) Okay so I guess I'll talk to the Big Beard about how we should focus the programming power we have left.
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#9
You might wanna make a download page for it here.
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#10
I had intended to do that for the first release but since it seems that I'll be joining forces with spy and beard I guess I'll have to scrap my c++ code anyway :P
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