[Release] Wwise Sound Tool BETA
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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.

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Hi.

Been trying to do some audio modding for Dirt Rally lately :) I managed to extract the .bnk-files to wem-files. Ai also managed to convert the wem-files to wav-files and back. It seems I could do the whole process pretty much ok, but I have one concern: The encoded wem-files are huge compared to the original ones. Is this by design, or am I just stupid? For example the original wem was 11KB and the encoded (from wav) wem was over 5MB. The wav was 2 seconds long and 32Khz 16-bit mono.

Where's my error here? :)

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