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Author Topic: Audio export  (Read 11414 times)
Gildor
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Audio export
« on: February 06, 2011, 20:27 »

I have made UE3 audio export (SoundNodeWave objects). It is disabled by default because of possible compatibility problems with the most supported games. To activate it, use "-sounds" option.
Audio files are saved "as is" without any processing. Only Ogg and Wav file types are recognized, other files will be saved with "unk", "x360audio" and "ps3audio" extensions.
« Last Edit: October 09, 2011, 12:09 by gildor » Logged
Gildor
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Re: Audio export
« Reply #1 on: February 09, 2011, 02:53 »

Added UE1 and UE2 sound export.
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Gildor
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Re: Audio export
« Reply #2 on: December 14, 2011, 15:20 »

Implemented XBox360 XMA audio support.
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nitoiviorel
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Re: Audio export
« Reply #3 on: April 11, 2013, 14:33 »

Hey man!
From where can I download  UE3 audio export ?
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Gildor
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Re: Audio export
« Reply #4 on: April 11, 2013, 15:01 »

It's implemented in umodel.
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Luriam
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Re: Audio export
« Reply #5 on: May 01, 2013, 22:26 »

Hey Gildor, I'm most grateful for your work and continuous support but I have a question:
I am currently trying to extract the SOUNDS ONLY from Bulletstorm. There are 984 archive files in the CookedPC directory, and I need them all scanned and ripped the sounds of every one of them. I usually go with extract.exe from the UModel folder, then find all the .soundnodewave files, and oggextract them. But man this is time consuming. And I'm not sure what archives contain the sound files. I've checked a few random upks and some of them are full of sounds, others are not. Anyway, I must say that I'm a TOTAL noob at this, and I thought that maybe you or the community can help me out. I need some sort of .bat file to Scan&Extract the sounds from all the files and then creating a folder that copies the name of the archive (or even it's root) and pastes the .soundnodewave files in there. I don't know if you got my message or if that's possible, but that would be a GREAT method for extract the sounds for everybody. Thanks a lot for your time and dedication.

-Cheers, Gideon.


============
Hold on a second... I did it! I used the BatchExport and it did the job fair and square. *awkward* Sorry for this fail message. Thanks a lot for the tools and bats, much appreciated !  Cheesy
« Last Edit: May 01, 2013, 22:52 by Luriam » Logged
Gildor
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Re: Audio export
« Reply #6 on: May 02, 2013, 02:26 »

Hold on a second... I did it! I used the BatchExport and it did the job fair and square. *awkward* Sorry for this fail message. Thanks a lot for the tools and bats, much appreciated !  Cheesy
Wink
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Pepsee
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Re: Audio export
« Reply #7 on: May 17, 2017, 03:32 »

I have made UE3 audio export (SoundNodeWave objects). It is disabled by default because of possible compatibility problems with the most supported games. To activate it, use "-sounds" option.
Audio files are saved "as is" without any processing. Only Ogg and Wav file types are recognized, other files will be saved with "unk", "x360audio" and "ps3audio" extensions.

Could you add ps3audio to wav conversion? Or at least at3?  Huh?
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Gildor
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Re: Audio export
« Reply #8 on: May 17, 2017, 09:05 »

Of course no. It is simply impossible.
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Commzard
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Re: Audio export
« Reply #9 on: June 24, 2019, 20:07 »

wait how do I do the audio export in umodel with .upk files
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Gildor
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Re: Audio export
« Reply #10 on: June 24, 2019, 20:22 »

Please consider reading readme.txt
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Commzard
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Re: Audio export
« Reply #11 on: June 24, 2019, 21:19 »

where
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Gildor
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Re: Audio export
« Reply #12 on: June 24, 2019, 21:38 »

At the same location where you've got umodel.exe.
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