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jonwil

The Audio Files Appear To Be A Variant Of Mp3

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I posted here:

http://wiki.multimedia.cx/index.php?title=...r_3_Audio_Codec

all that was known about the audio files of C&C3 (the ones that start with 04 00)

 

And then someone said here:

http://wiki.multimedia.cx/index.php?title=...r_3_Audio_Codec

that the audio is an aparently already known EA variant of MP3 audio. Now we just need to find some kind of info on how we can convert these files into something we can listen to.

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YAY! It shouldn't be hard now, since it's already known! :)

Be sure to post whenever you find a way to crack it! :D

Looks like SupCom still has the hardest to extract OST...

Edited by Alex07

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Jonwil, what's your problem exactly? Why you never credit anyone? I've spent good few hours debugging that format, when you couldn't even find sample decoding function by yourself, and now you are posting my findings with zero credit to me (it's not the first time too). Good work. Anyway, I've made a decoder few days ago which makes a wave stream out of this data.

Edited by kmx

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YAY! It shouldn't be hard now, since it's already known! :)

Be sure to post whenever you find a way to crack it! :D

Looks like SupCom still has the hardest to extract OST...

Heh think so? I already extracted supcom musics awhile ago, about 17 tracks total :P

 

anyways sounds good news kmx, decoded sounds without any sound quality issues?

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I will release a .dll library with header files for c++ and delphi pretty soon, right now I need to handle some special cases and also the Ambient/Music files.

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Command & Conquer 3 Tiberium Wars uses MP3 decoding technology.

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS

and THOMSON multimedia.

 

:lol:

 

Readme.txt

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Command & Conquer 3 Tiberium Wars uses MP3 decoding technology.

MPEG Layer-3 audio coding technology licensed from Fraunhofer IIS

and THOMSON multimedia.

 

:lol:

 

Readme.txt

That doesn't mean the readme is accurate, since everything is locked up inside the .big files and encrypted/encoded.

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Yes, soon ;) I'm busy with school atm, I'll release something next week!

Edited by kmx

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Yes KMX keep up the great work.

I have Visual Studio 2005 on my comp but I don't know how to use it yet. Maybe I will go and get a book from school on C++ programming so that I can b like you! ;)

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Please,where is the promised audio tool ?:) you should release it in beta too :P we should test it....

I can help you but I"m used to programing in delphi (about 4 years :)

 

PS: Should I find out the names of sounds by using BigOpener right now???

 

I think for example file 56464.546656.65146.66466.cdata = NOD_BASE_UNDER_ATTACK ?:D

 

(I made up the cdata name :)

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The Worldbuilder can be used to listen to the music, using script editor, but is there a way to extract the sound??? (I'm recording it during the play, but there are 5.1 musics too (I can only record it in stereo <_< ))

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Beats my luck. I'm only managing to get Mono rips. Any luck with extraction via other means so far?

 

EDIT: Nevermind! Worked that out.

 

I'm using Audacity and stripping off excess empty space before and after the recording. So far it's working pretty well, though the sound quality could be a little better (I think this is due to the lack of channels rather than anything else.

 

EDIT: Nevermind, turns out I had the recording volume too high, by the sounds of it. :rolleyes:

 

Soundtrack can be purchased here for the meagre sum of $9.99, apparently.

Edited by Arcalane

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I have a possible lead on this. The same "Suxen drol" who posted on http://wiki.multimedia.cx/index.php?title=...r_3_Audio_Codec is going to take a look at the audio files. He says he understands both the EA ADPCM variant and the EA MPEG Layer 3 audio variant.

Hopefully this leads to an understanding of the files at last and a way to rip them from the game.

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