View Full Version : Psychonauts Explorer troubles. Please help.
07-14-2005, 11:11 PM
First off. Is this the best place to post questions about the Psychonauts Explorer program?
I am trying to extract audio from the Xbox version of the Psychonauts game, and am having some trouble.
All of the music, which came from the .xwb's with the word "music" in the name worked well after the extraction.
However, now I am after the audio voices of the Secret agents from the Milkman Conspiracy level. I love their quotes.
I have installed the adpcm xbox media codec as per the instructions, even though I haven't seen anything different with playback since installing. Anything I can test to see if it's working?
Some of the .xwb sounds work. Some of the stuff from LLvoice.xwb works, and it's mostly the voice of the mutated lungfish laura, but all of the rest from LLvoice.xwb doesn't work.
However all the extracted .wav's from MMvoice.xwb, where I think the Milkman Conspiracy voice clips are, don't work.
Can anyone help me out?
And by not working I mean that I don't hear anything when I open them in WMA or winamp.
There is one thing I should mention. Before installing the adpcm codec, I would try to open the same .wav's and I would get an error stating "The codec couldn't be found."
Now, I installed the codec and I have bypassed the error, but now do not recieve any audio from these clips.
Has anyone been able to successfully extract the sounds?
07-15-2005, 04:48 AM
Audio extraction with the Xbox version is still wonky in the current version. The wip version uses a new decoder written by john_doe, which improves things a lot.
The xbox version has some odd sounds though, that seem to differ slightly from the norm. This means that there are still some sounds that play incorrectly. If you also have access to the pc version you would be better using that.
I've attached a work in progress version that you can try if you like. It uses the new audio decoder, so you wont need the xbox codec installed. Some audio will still be wonky, but it'll be better than the old version at least.
07-15-2005, 11:48 AM
Thankyou so much. I will give it a try.
I would like to thank you for all the great work you have done with the Lucas area of games. I think that your work is awesome.
I will test the wip, and report back. If you need anything else, I would love to help you. I don't know much about the xbox audio file formats, but I know that the .xwb and .xsb extraction process is still an area of the xbox world that needs work. I'll help if I can.
07-15-2005, 12:06 PM
Do I need to uninstall the adpcm codec now?
I tried it on the MMvoice.xwb files, with the codec file still installed. What I got was certainly alot alot better. However, it's still very distorted.
Instead of nothing, I now get something on all of them. Which is good...and we are getting closer.
However, the .wav's files are all very very distorted. Kinda like a low static, however I can just barely make out what rasputin and the milkman are saying. I think it might just be a kbps or khz problem. I don't know. A very few also start out ok. I can hear the agent say "Road Crew", and then the .wav sinks into static for the rest. Sounds alost like a sampling problem.
Are there any specifications that I could provide you guys? I do have access to a particular xbox "Cough" (x)sdk "Cough". Maybe, that would have some specs on the proper format to output?
Also....it seems that .dds output on the xbox version is broken all together?I get a "stream read error" on all of the .dds files. I would love to have some desktop backgrounds from the .dds files.
Anything I can do to help, just ask me.
"Hello fellow road worker. We are roadworkers, roadworking."
07-15-2005, 12:41 PM
One more thing. Maybe this will help.
Everything in LLvoice.xwb works just fine, but everything in MMvoice.xwb in staticky.
Something is different about the original files coming from LLvoice compared to MMvoice.
07-15-2005, 12:41 PM
You dont need to uninstall it, but you can do if you wish. It now produces normal wav files.
I dont think its a samplerate problem, I think its that those files use a variation on Xbox ADPCM. Previously, when you couldnt play them, that was because the Xbox ADPCM codec itself couldnt play them - the files themselves were correct. I dont know if anything in the xsdk could help you could have a look if there are any specs or anything I suppose.
I hadnt noticed the dds error, it certainly never used to do that, I'll look into it :)
07-15-2005, 02:32 PM
I fixed the dds problem. It was actually quite a serious bug that affected all the Xbox compressed files (.ppf's and the .pkg). After the file was decompressed the file pointer was left pointing to the original (uncompressed) file.
See the site (http://quick.mixnmojo.com/) for the new, fixed version.
07-15-2005, 03:29 PM
Great work. The .dds is working great now.
Keep up the good work on the .xwb unpacking. It would be great if you guys could get it to work. I would love to help, but am afraid I don't know much about xbox sound.However I do know that there aren't any working .xwb or .xsb bank extractors that actually work.
I'm looking at the .xap project file with a certain tool, and I don't see any difference in the files in LLvoice.xwb versus MMvoice.xwb.
Both report as sound files that are PCM, 44.100 kHz, 16-bit, mono////PCM, 44.100 kHz, 16-bit, mono...with a check in the box for conversion to Xbox adpcm for when the wave banks are built. I don't see why the files inside the banks are any different. Again I am no master in sampling rates...I don't even know what kbps and khz really really mean.
I just can't understand how one whole bank of sounds.....LLvoice.xwb....can work perfectly...and another bank....MMvoice.xwb....can completely be static ridden. There is no reason to suspect a different variation of adpcm was used on those files. The project file certainly didn't point to anything like that.
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