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BixByte

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  1. So, I've been wanting to mod some of the in-game audio for a while, but I've hit a bit of a snag when it comes to extracting audio clips and such. Using this tool and Grim's UAE, I've been doing some poking around inside the .assets files to see how they're structured, along with a bit of my own research on how Unity 5 streams media during runtime. From what I can gather, it seems that most of, if not all the sounds 7DTD uses are not stored directly within resources.assets. Instead, this file contains what appear to be scripts of some sort which, presumably, point to individual files located within resources.resource. To back this up, if you use the "View Info" function of UABE, and/or export a dump of audio-related files that are within resources.assets (e.x.: 44magnum_reload; path ID 5754), you'll see the following: 0 AudioClip Base 1 string m_Name = "44magnum_reload" 0 int m_LoadType = 1 0 int m_Channels = 1 0 int m_Frequency = 44100 0 int m_BitsPerSample = 16 0 float m_Length = 3.970000 1 bool m_IsTrackerFormat = false 0 int m_SubsoundIndex = 0 0 bool m_PreloadAudioData = true 0 bool m_LoadInBackground = false 1 bool m_Legacy3D = true 0 StreamedResource m_Resource 1 string m_Source = "resources.resource" 0 UInt64 m_Offset = 39005472 0 UInt64 m_Size = 350272 1 int m_CompressionFormat = 0 Of particular note is the line "string m_Source = "resources.resource;" Assuming I'm interpreting it correctly, that line leads me to believe that the above code is telling the game where to pull sounds from. Furthermore, that same line appears consistently throughout all other sound-related files I've been able to pull from resources.assets. My ramblings withstanding, this brings me to my question: Is it possible to pull out files if they're stored in 'resources.resource?'
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