Getting the sounds out of MW2.PRJ
Posted: Sat Sep 01, 2012 3:36 pm
About a few years back, when I first discovered the program Audacity (it was a REALLY old version too), I decided to randomly import the MW2.PRJ file as a Unsigned 8-bit Little Endian PCM file at 11025 Hz... now this obviously plays alot of garbage, but around near the end regions of the file you can hear some of the mission voices, and a few of the weapon sounds.
The problem is, while these sounds DO appear to be a form of Linear PCM, but it's arranged in such a way that you can't just play it like that. There's these intermittent "popping" sounds in the audio streams, and looking around online for similar cases it pretty much seems the audio in Mech2 is segmented into tiny blocks... why I don't know. The only other game I know that does this is Lego Island. There's also some audio that is completely distorted and I can only think the reason is because it uses some form of audio compression, maybe a form of ADPCM.
It's possible to get the sounds to sound like they do in the game, but it involves me having to cut out the "pops" to make the wave contiguous, this is very tedious and I'm researching a way to interpret how these sounds are structured so I might have a easier way to get at these. As for the severely distorted audio I just mentioned, I wouldn't know a thing about it unless I somehow made it play in-game and reverse engineer what might happen in the assembly.
One of the reasons I want to extract these things is because I like to have all of the campaign mission voices in one big playlist because I'm weird like that.
There's also alot of unused sound data in the MW2.PRJ file (atleast in the case of Mercenaries), like "Enemy Destroyed." and different versions of "Enemy Mech, Destroyed." and also "Tertiary Objective Successful" which I've never heard of in the game as far as I've played. I guess these are all left over from beta development.
It would really be nice to have the entire audio library in Mech2 to be extracted in full, I like collecting audio from games. Has anyone else ever tried getting at the audio files embedded in the MW2.PRJ?
The problem is, while these sounds DO appear to be a form of Linear PCM, but it's arranged in such a way that you can't just play it like that. There's these intermittent "popping" sounds in the audio streams, and looking around online for similar cases it pretty much seems the audio in Mech2 is segmented into tiny blocks... why I don't know. The only other game I know that does this is Lego Island. There's also some audio that is completely distorted and I can only think the reason is because it uses some form of audio compression, maybe a form of ADPCM.
It's possible to get the sounds to sound like they do in the game, but it involves me having to cut out the "pops" to make the wave contiguous, this is very tedious and I'm researching a way to interpret how these sounds are structured so I might have a easier way to get at these. As for the severely distorted audio I just mentioned, I wouldn't know a thing about it unless I somehow made it play in-game and reverse engineer what might happen in the assembly.
One of the reasons I want to extract these things is because I like to have all of the campaign mission voices in one big playlist because I'm weird like that.
There's also alot of unused sound data in the MW2.PRJ file (atleast in the case of Mercenaries), like "Enemy Destroyed." and different versions of "Enemy Mech, Destroyed." and also "Tertiary Objective Successful" which I've never heard of in the game as far as I've played. I guess these are all left over from beta development.
It would really be nice to have the entire audio library in Mech2 to be extracted in full, I like collecting audio from games. Has anyone else ever tried getting at the audio files embedded in the MW2.PRJ?