Sun Jan 30, 2022 3:57 am
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Mon Jan 31, 2022 3:20 am
Mon Jan 31, 2022 3:20 am
Mon Jan 31, 2022 6:53 am
Mon Jan 31, 2022 1:49 pm
TGsoGood wrote:Great resource right here!
Mahmood wrote:Love seeing threads like these. I'm also currently looking into PA audio files / music -- you were right they are standalone files, but they should be perfectly editable like the Jukebox is. In fact, I figured out why they weren't working. 2K creates eventmusic / PA files using a different encoding method. If you open up one of the .wav's with HxD or a different Hex Editor, it shows that it was created using oggenc lancer. A simple google search shows a full forum with documentation on how to use this format. 2K also has some random padding in the header, but I think we can figure out how to create these files if we work together on this. This would allow us to finally change the PA music during timeouts, during gameplay, and even during starting lineup intros.
Sat Feb 05, 2022 9:33 am
vetmin wrote:TGsoGood wrote:Great resource right here!
Thanks!Mahmood wrote:Love seeing threads like these. I'm also currently looking into PA audio files / music -- you were right they are standalone files, but they should be perfectly editable like the Jukebox is. In fact, I figured out why they weren't working. 2K creates eventmusic / PA files using a different encoding method. If you open up one of the .wav's with HxD or a different Hex Editor, it shows that it was created using oggenc lancer. A simple google search shows a full forum with documentation on how to use this format. 2K also has some random padding in the header, but I think we can figure out how to create these files if we work together on this. This would allow us to finally change the PA music during timeouts, during gameplay, and even during starting lineup intros.
Thanks, and yeah I was looking into that thanks to this thread: viewtopic.php?f=236&t=105016 and another one where Maumau was pointing out the header data. Encoding the audio with oggenc lancer and then adding the header data (i.e., from the default 2K versions of those *.RESA files) via Hex Editor was actually the first thing I tried for customizing the TeaserMusic, but it didn't work, though I'm new to this kind of stuff so I could've been doing something wrong (also, I was unable to find the oggenc lancer version dated 20110424, which is the one that is listed when you hex edit game audio files of all types that I've seen; I only have a newer one, and the user in the thread I just linked also couldn't find the older version).
I tried looyh's Music Converter just on a lark, and I wasn't expecting it to actually work because when you open his converted audio in a hex editor, the ogg encoding info looks very different, but it works. Though I was happy that it worked, I was little discouraged, because:
- IIRC, from the hex data (header + encoding info), it appears that *.RESA files in *.iff archives and the unpacked *.wav audio are the same format. I'll have to double check, but that's what I recall.
- Clearly the game can read looyh's encoded audio as a playable substitute for that native format (i.e., header data + BS; LancerMod... aoTuV [20110424] encoding jargon).
- That means that the only difference between the audio playing and it not playing is whether the audio file is in an *.iff (in which case it plays) or not (in which case it doesn't).
- It would stand to reason then -- it seems to me -- that even with the exact correct encoding of an unpacked *.wav file, it likely wouldn't play back, because why would it be less picky about interpreting the audio data when it's in an *.iff vs. when it's not?
That said, it DOES work with unpacked jukebox music as we all know, so there's hope there, but I felt like the fact the game found looyh's format totally acceptable for its native format when it's in an *.iff, but unacceptable when it isn't, that that signals that the issue might not be getting the encoding right, and that it might be a larger issue that I wouldn't know how to tackle. Thoughts?