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Hi NGU, this is my first post, I hope you enjoy!
I searched this topic but i found nothing.
In this tutorial I'm basically going to show how to listen to sounds in a FastFile for MW2
1st Step: Get the common.ff file here:
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Now get the FastFile and you got to unpack it (you can use different ways), The most easiest way to get it is by using FF Viewer v2.65.
If you use FF Viewer - Open FastFile in program and after that go to the folder with the common.ff and find file: %fastfile name%-extract.dat. It's already unpacked file which we need. Also, you can use FF Viewer for easy browse which sounds .FF include (in program: Extra Data -> sound).
like this:
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2nd Step :Now when we have unpacked .FF, open it in any Hex Editor like HxD. Press CTRL+F and type any name of sound, which we get in FF Viewer. Be careful - sound header looks like
яяяuser_interface/ui_arcade_streak_lost1.wav
but not like
bodyfalls/bodyfall_wood04
[url][IMG]
https://oi47.tinypic.com/sfgvud.jpg[/IMG][/url]
3rd Step: Now we found sound, for example user_interface/ui_arcade_multiply1.wav.
Copy part of code after .wav. %CODE_HERE%
Copy not a little number of code, but not so much (like half of FastFile, lol). Sometimes if you copy too much sounds becomes damaged in Sound Editor.
Now in HxD go to File ->. Create new blank, paste code and save without format.
4th Step: Now we need import our non-format file in audio editor as RAW data. I prefer Audacity for that. Download here:
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Start Audacity goto File -> Import -> Click Raw Data...
When we import it in program, its says about settings.
Encoding type is always Signed 16 bit PCM;
Byte order is different: there is a little endian and big endian sounds. If you get sounds smth like "shhhhh" just changed byte order on other one. Mostly, it's Little Endian.
Channels is different too. If COD4 used in most of .wavs mono, in MW2 most of fire sounds is stereo. All (as I know) foley sounds (clip in/out, ect..) are mono. And again, if you get fast/slow sounds, change this option.
Also, be careful, sometimes program changes 'Start Offset option' to 1, it should be always 0.
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