NHÓM STEAM
The Bizarchivist Sound Project Bizarchivist
NHÓM STEAM
The Bizarchivist Sound Project Bizarchivist
21
ĐANG CHƠI
149
TRÊN MẠNG
Thành lập
12 Tháng 12, 2016
Ngôn ngữ
Tiếng Anh
Địa điểm
United Kingdom (Great Britain) 
Hiển thị 241-248 trong 248 mục
0
How to Acquire: The Audio of Killing Floor
DETAILS
Game Availability (PC):
Steam

Format(s):
- WAV, OGG

Credits:
- Tripwire Interactive (Developer & Publisher)

Music:
- zYnthetic & Dirge (Soundtrack for the Apocalypse[zynthetic.bandcamp.com] & Official Soundtrack[tripwireinteractive.bandcamp.com] on Bandcamp for specific track credits)

Lost in Transit
- Dan 'zYnthetic' Nassack (Original Killing Floor mod co-designer and long running composer & voice actor for the series) released a mod that restores missing music originally intended for KFO-Transit, but was never officially implemented (Available via ModDB or the Steam Workshop):
https://www.youtube.com/watch?v=CLqBoCCwSIs These tracks do have an official release and thus can be identified, acquired & heard outside of in-game loop/segment.
  • KF_BlooddriveN.ogg = "BlooddriveN"
    (Available on zYnthetic's YouTube & Bandcamp[zynthetic.bandcamp.com])
  • KF_Contamination.ogg = "Contamination Group"
    (Available on zYnthetic's YouTube & Bandcamp[zynthetic.bandcamp.com])
  • KF_Killphase.ogg = "Killphase"
    (Available on zYnthetic's YouTube & Bandcamp[zynthetic.bandcamp.com])
Missing Music Files
- A Steam user archived four music files (Two of which remain usable) that didn't accompany the game for unknown reasons. You can download them via a Dropbox link in this Steam Workshop Submission's description. These tracks do have an official release and thus can be identified, acquired & heard outside of in-game loop/segment.
  • KF3.ogg = KF_BledDry.ogg or "Bled Dry"
    (Available on zYnthetic's YouTube & Bandcamp[zynthetic.bandcamp.com], as well as part of the Original Soundtrack on Tripwire's Bandcamp[tripwireinteractive.bandcamp.com])
  • KFRock = A shortened linear version of KF_Containment.ogg or "Containment Breach"
    (Available on zYnthetic's YouTube & Bandcamp[zynthetic.bandcamp.com], as well as part of the Original Soundtrack on Tripwire's Bandcamp[tripwireinteractive.bandcamp.com])
  • KFSIN7.ogg = KF_Hunger.ogg or "Hunger"
    (Available as part of the Original Soundtrack on Tripwire's Bandcamp[tripwireinteractive.bandcamp.com])
  • smoothjazz.ogg = "Offering" by Larry Stephens as heard in Portal 2
    (Available on CD, iTunes or with digital lossless options on Qobuz[www.qobuz.com])
Terms of Use:
http://www.tripwireinteractive.com/policies.aspx
In summary, monetisation of videos using any game developed by Tripwire Interactive (Killing Floor, Red Orchestra 2 & Rising Sun) & their assets, along with other assets entirely your own or permitted by their authors, is authorised under the stated conditions & for the listed websites.


GUIDE

MUSIC
Simply follow this file directory:
  • Primary: [Your Steam Library Location] > Steam > steamapps > common > killingfloor > Music
  • Alternative: [Your Steam Library Location] > SteamLibrary > steamapps > common > killingfloor > Music
And inside, you'll find the entire collection of in-game music files in OGG format. It's worth mentioning the Original Soundtrack and zYnthetic's SOUNDTRACK FOR THE APOCALYPSE album have linear versions of the looped music for the game files, so I recommend purchasing it from Tripwire Interactive's Bandcamp[tripwireinteractive.bandcamp.com] & zYnthetic's Bandcamp[zynthetic.bandcamp.com] in the format(s) of your choice.


METHOD ONE
This is arguably the easiest & unarguably the quickest way to export all of the audio from the game files, and the one I recommend using more. But for the sake of reducing reading time here, I'll keep it simple: Use UE Viewer[www.gildor.org] or "umodel.exe" to export the audio data.

For further information, I'll refer you to my personal guide of the tool here:
How to Acquire: The Audio from Selected Unreal Engine Games


METHOD TWO
This one's not as difficult as it is notably tedious, if you want to pull every single sound file out of Killing Floor itself of course. Nonetheless, let's get cracking!


STEP ONE
You're gonna need the Killing Floor SDK that comes freely with Killing Floor. Here's the official instructions[forums.tripwireinteractive.com] on how to acquire it:
You can download the Killing Floor SDK from the Tools section in Steam.
The official SDK and mapping guide for Killing Floor is now available! The guide can be found in:
  • Primary: [Your Steam Library Location] > Steam > steamapps > common > killingfloor > MappingGuide
  • Alternative: [Your Steam Library Location] > SteamLibrary > steamapps > common > killingfloor > MappingGuide

And the SDK can be found in the Tools section in Steam. You can also launch it from your system folder:
  • Primary: [Your Steam Library Location] > Steam > steamapps > common > killingfloor > KFEd.exe
  • Alternative: [Your Steam Library Location] > SteamLibrary > steamapps > common > killingfloor > KFEd.exe

Good luck and we look forward to seeing your custom content!


STEP TWO
Got the Killing Floor SDK running? Fantastic! Just simply run it, and if it's looking pretty much like this...:
http://i41.photobucket.com/albums/e265/TomboPukka/boxtutorial3.jpg
...You're doing grand! Just click on the Sound tab, and there's your next step. If that window doesn't appear or you closed it down, then simply go right up top and go to View and select Sound Browser to get it back up.


STEP THREE
Right! Now, onto actual extraction. As you unfortunately cannot extract anything in bulk, you'll have to do it individually for each file, or just the ones you want.

Simply click the drop down menu to select your sound folder. For my examples, I'll select "KF_MP5Snd" & "KF_MaleVoiceTwo".

Firstly, I've loaded up "KF_MP5Snd". The first thing you may notice is it looks a little empty. What you want to do is click the "Load Entire Package" icon, just left of the "Play" icon. Then all the files will pop up properly. Now you just pick your file (Nothing with an * in front of it, as they're simply the file group & won't play upon extraction), go to File, then Export, pick your destination, and Save!

Secondly, I've now loaded up "KF_MaleVoiceTwo". Whilst I advise you to click the "Load Entire Package" icon like before, this & similar voice files seem to have a slight problem. If you were to click the "All" button, you wouldn't get them all, as they're getting replaced by files from other packages like "KF_FemaleVoiceOne".
The trick around this is to turn "All" off if it hasn't been already, use the other drop down menu below the main one, and then select the sound categories such as "Acknowledgements" & "Fun_Auto_Commands". That way, you'll be able to find all of the files belonging to that archive in that specific category without them being replaced by whatever bug causes it. Then just pick your file, go to File, then Export, pick your destination, and Save, just like before.

A very long & tedious process if you want the lot extracted, but with the simplicity of the Killing Floor SDK, you won't have much trouble looking for specifics.

However, you may have noticed that there's no music there. That's because it has it's own dedicated folder, which one & where previously explained back at the top.


CONCLUSION
And that is that. Hopefully, I was able to explain myself nice & clearly. Good hunting!
0
How to Acquire: The Audio of Titanfall
DETAILS
Game Availability (PC):
https://pcgamingwiki.com/wiki/Titanfall#Availability

Format(s):
- WAV

Credits:
- Respawn Entertainment (Developer)
- Electronic Arts (Publisher)

Music:
- Composed by Stephen Barton
- Performed by The London Session Orchestra & various individual Performers
- Full Staff Credits available at VGMDB[vgmdb.net]

Terms of Use:
"EA appreciates the passion that players have for our games, and we’re always excited to see the creativity that comes from our community. EA does not object to fair uses of video footage or screenshots on video sharing sites, including YouTube channels that are commercialized, as long as the footage is a version of the game that we have released to the public.

We do reserve the right to address any inappropriate use of EA content. Additionally, because many EA games include content that is licensed from a third-party company or may otherwise have usage restrictions, and because of the large number of video-related questions we get from the community, we aren’t able to grant specific approvals or respond to all follow up inquiries. For additional permissions and terms of service information, read the EA Terms of Service."
- https://help.ea.com/en-gb/help/faq/how-to-request-permission-for-ea-games-content/


GUIDE
Believe it or not, there was some interest in modifying Titanfall during it's heyday. Although such activity is not actively supported by Origin's services as it is by Steam, that didn't stop those in the Source community extracting it's assets for various uses, including porting it's weapon models & animations to Left 4 Dead 2 on the Steam Workshop:

And cra0kalo made the tool to do just that.


STEP ONE
First, you will need two things.

One. A PC copy of Titanfall. Naturally, of course. However, if you don't have Titanfall on PC currently, allow me to provide some personal recommendations before you decide to fetch a copy:
I would personally recommend the PC DVD as while it may not remain cheaper than the Origin Store prices, not only will this 3-Disc Physical Copy genuinely save you the download to install it, but Origin will also add it to your digital Library to be reinstalled via digital download if ever needed or desired. Additionally, should the time come for Titanfall's servers to shutdown & purchases to presumably cease (It's an online-only game without community server support, so it's safe to believe this will inevitably happen within the next few years as it has for so many EA games before it), you will always have the disc long after EA retires it's sales. But on the other hand, Origin does have the Great Game Guarantee[www.origin.com], so if you'd prefer to go with the Digital Purchase from Origin, you have a return policy should you have no desires to hang onto the game. Do please read that guarantee before purchase mind you, as your return window is short. Additionally, the game received a surprising release on Steam. While it remains shackled to the Origin client as well as an EA Account, I have come to realise that games within a user's Steam Library that have had their plugs pulled are still entirely able to be reinstalled, so that could hold access to the game's assets beyond the lifespan of the game's servers.


Got the game? Installed it onto your computer? Excellent! Now all you need is the Titanfall .VPK Tool. You can find it here (Hyperlink disabled as I have received "The site ahead may contain harmful programs" warnings from Firefox in the past): https://cra0kalo.com/public/
The one you're looking for is "Titanfall_VPKTool3.4_Portable.zip" which is Version 3.4, Portable Edition (Meaning you don't have to install it onto your computer to run it), which is the latest & almost certainly final version of the tool.
I haven't directly linked the download link itself as Firefox has previously raised alarm bells and the site's README.TXT actually says
All files here are for general public view, these files are not to be hot-linked or posted on 3rd party sites. YOU HAVE BEEN WARNED!
But scans with AVG have come up clean and I have used this tool latest & previous versions numerous times very safely, so it's a false positive as much as I can assure you. But I'll nonetheless advise you to proceed at your own discretion.

Alternatively, just in case of any issues, here's a personal reupload of the .ZIP package via my MediaFire: https://www[DOT]mediafire[DOT]com/file/8sdgztb13c1xf4r/Titanfall_VPKTool3.4_Portable.zip
Again, proceed at your discretion.

Here's the old Facepunch thread for more details:
https://web.archive.org/web/20190406191614/https://forum.facepunch.com/dev/qxdw/TitanFall-Ports-and-hacks-WIP-thread-Standby-For-Titanfall/1/


STEP TWO
If you're familiar with GCFScape for the Source games, particularly the Valve collection, then you should feel very much at home with this tool. If not, well, that's why this guide's here!

Fire up the tool, then click Open. To get to the files you need to open, you will need to follow this file path:
  • [Your Origin Library Location] > Origin Games > Titanfall > vpk
Now, what are you opening? Well, as every voiced language is included with Titanfall by default, allow me to list the .VPKs containing the audio files based on language:
  • englishclient_mp_common.bsp.pak000_dir
  • frenchclient_mp_common.bsp.pak000_dir
  • germanclient_mp_common.bsp.pak000_dir
  • italianclient_mp_common.bsp.pak000_dir
  • japaneseclient_mp_common.bsp.pak000_dir
  • koreanclient_mp_common.bsp.pak000_dir
  • polishclient_mp_common.bsp.pak000_dir
  • portugueseclient_mp_common.bsp.pak000_dir
  • russianclient_mp_common.bsp.pak000_dir
  • spanishclient_mp_common.bsp.pak000_dir
  • tchineseclient_mp_common.bsp.pak000_dir

STEP THREE
Now that you've opened your .VPK, you can do three things:
  1. Right-click the sound folder, than Extract the entire sound collection to wherever you choose.
  2. Expand the sound folder to see the various folders within such as "music", "vo" & "weapons", which you can Right-click & Extract individually.
  3. If you wish to extract a file individually, simply click the folder of your choosing, find the file you seek in the list, then simply left-click on it, then push the big Extract button.

TIPS
Although most flaws I'm aware existed have been ironed out from the tool, I feel it's important to inform you of a couple of things:
  • Although this error was removed from the entirety of sound files I've encountered, I spotted a couple of music tracks that have a "Pop" that precedes the end of the track. It's easy to remove in Audacity, Vegas or any other editing software you may use.
    "tf_master_low_mediumpilotaction_imc1_stmix_112_bpm" & "tf_master_mediumtitanaction_imc1_stmix_100_bpm" in action > imc would be the ones.

  • A majority of the Weapon Sounds use 6 channels of audio instead of the common 1 (Mono) or 2 (Stereo). For some reason, these particular audio files sound quieter than the rest when played through Windows Media Player. Don't worry, for if you open them up in Audacity, Vegas and any other editing software, their native volume is perfectly intact.

CONCLUSION
And that's that! If you found that a little bit much to read, there is a video demonstration of the Titanfall .VPK Tool extracting materials (Not exactly the same thing, but it's nice to have some visual reference):
https://www.youtube.com/watch?v=UclhtkshOCo
Alternatively, I do have my personal extraction available for download here:
Sound Collection: Titanfall
0
How to Acquire: The Audio of Halo: Spartan Assault
DETAILS
Game Availability (PC):
https://pcgamingwiki.com/wiki/Halo:_Spartan_Assault#Availability

Format(s):
- OGG

Credits:
- Vanguard Games
- 343 Industries
- Microsoft Studios

Music:
- Tom Salta (Composer)
- Performer Information available at VGMDB[vgmdb.net]

Terms of Use:
https://www.xbox.com/developers/rules
https://www.xbox.com/en-US/developers/rules


GUIDE
Unfortunately, as I do not have the ability to extract the content within Halo: Spartan Assault's FSB files, nor know of any tools that can do so, this guide will pretty much just tell you how to get the OGG files sitting comfortably in the game's files, which are the Music (Numerous Tracks unique to the Game), Cutscene Voice Overs, and a very small number of Sound Effects. Nice & simple.


STEP ONE
Simply follow this file path to get to the OGG files contained in Halo: Spartan Assault:

32bit: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files > Steam > steamapps > common > Halo Spartan Assault > Data
64bit: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files x86 > Steam > steamapps > common > Halo Spartan Assault > Data

As I've only used the Steam version and cannot get any results from Google searches, I can't detail what the file path for the Windows Store version is. However, I do not imagine it being too hard to locate. Common tip is to search your "Program/Program x86" folder for the folder named after the game's developer/publisher, then you should locate it.


STEP TWO
Copy-Paste all of the OGG files wherever you wish. And that's it!
0
How to Acquire: The Audio of the Telltale Games
DETAILS
Format(s):
- MP3, OGG & WAV

Credits:
- Telltale Games
- Various licensors, publishers and/or collaborators of/for specific games (LucasArts for The Tales of Monkey Island, Skybound Entertainment for The Walking Dead, Gearbox Software for Tales of the Borderlands, etc.)

Music:
- Jared Emerson-Johnson (Main Composer)
- Various artists (Eg. Take Us Back by Alela Diane, In the Water by Anadel, etc.)

Terms of Use:
Nguyên văn bởi MattP, Telltale Games Staff:
Hey guys, I want to make everyone aware that while we don't mind fan-made or Let's Play videos, we do not approve of monetizing copywritten material.[telltale.com]
Assume monetisation forbidden across the board. I suspect this is because their games work with and/or use assets from other franchises & artists, which may have Telltale Games following certain guidelines in that regard.



GUIDE
This one's more of a tool recommendation than a guide, but don't be phased. The tools are very easy to use, and the creator provides well written guides for them both on the tool's webpage & with the tool's files if you have any confusion about them.

Ben, of Quick & Easy Software[quickandeasysoftware.net], is a creator of software, mostly tools for exploration, extraction or modification of games made by LucasArts & Double Fine (notably all by or involving Tim Schafer) and, the topic of this discussion, the games by Telltale Games. They are regularly, but unroutinely, updated to support newer releases, so always check for updates.

You can visit the Software[quickandeasysoftware.net] Page of the Site to browse the collection of tools, including the Double Fine Explorer[quickandeasysoftware.net] (Recently updated to support Broken Age), the Monkey Island Music Extractor[quickandeasysoftware.net] & the Psychonauts Explorer[quickandeasysoftware.net], along with various others.

For this, I'm going to recommend the tools I use to extract the sound, music & dialogue from the Poker Night & The Walking Dead games.


The Telltale Explorer[quickandeasysoftware.net]
https://quickandeasysoftware.net/wp/wp-content/uploads/2011/02/TelltaleExplorer2.png
A program that enables you to extract, view and convert resources from games released by Telltale Games.

It does the following:
  • Lets you browse through the game’s files and dump individual files/all files.
  • Lets you play and dump the audio (music, speech and sfx).
  • Displays the images as you browse and lets you save them as PNG’s or DDS files.
  • Decodes and displays the scripts and text as you browse through the files.
It has been designed for the PC versions of the games although it does work with some Wii versions.

Only games that are AT LEAST a year old are supported, this is deliberate (see the readme[quickandeasysoftware.net]).
This is the tool you want to use if you want to explore and/or extract any audio in it's native format such as .VOX or .FSB, which the Music & Speech Extractors provide conversion options for.


The Telltale Music Extractor[quickandeasysoftware.net]
https://quickandeasysoftware.net/wp/wp-content/uploads/2009/07/TelltaleMusicExtractor.png
A program that enables you to rip the music from all games released by Telltale Games.
In the cases of Poker Night 1 & 2 and The Walking Dead: Seasons One & Two, it also extracts all of the sound effects, and in the case of The Walking Dead, there's a lot. I recommend you make a folder specific for these before you extract, as it extracts every individual file to them, without any folders of their own. Do not worry, as each file is named in a way that's very easy to navigate, sort & arrange, examples such as "mus_loop_Sad_04" ("mus" being short for Music), "imp_Body_hit_07" ("imp" being short for Impact) & "wpn_Rifle_Shot_wet" ("wpn" being short for Weapon).

TIP: The Music Extractor (v1.5.1.3 at the time of writing this) cannot detect the game files by selecting a game's season & episode from the list if they are installed on any other drive than C: .
If you have your Telltale games installed on another drive such as a secondary storage device like E: such as myself or an external storage device, you'll have to manually select the specific game .ttarch or .ttarch2 file that contains the desired audio, which whilst isn't difficult to locate, is named & stored uniquely for different titles such as "<path-to-game>\The Walking Dead\Pack\TheWalkingDead102\3_WalkingDead102_english_pc_ms.ttarch" or <path-to-game>\Tales of the Borderlands\archives\Borderlands_pc_Borderlands102_voice.ttarch2".
So the easiest course of action is to install your desired Telltale game(s) on your C: drive if you don't already to extract your contents with the most convenience.


The Telltale Speech Extractor[quickandeasysoftware.net]
https://quickandeasysoftware.net/screenshots/TelltaleSpeechExtractor.png
A program that enables you to play and rip the voices and SFX from all games released by Telltale Games.
In my experience, it only gets the speech & other voice FX, with the SFX being extracted with the Music Extractor. However, I've only used this with Telltale Games released after 2010, so perhaps the SFX from their older titles such as Sam & Max, Homestar Runner, etc are found this way.

Whilst this tool allows you to browse & extract the dialogue of the Telltale Games with extreme ease, I do not recommend simply extracting all of the voice files, as the vast majority are named only as numbers (as you can see in the "Filename" tab in the image). Instead, I recommend using the Speech Extractor to explore the dialogue you're looking for, then extract the ones you want and allowing you to sort & rename them in whatever way suits you best. You can use "View" to view specific characters such as "Heavy", "Clementine" or "Max" if you're looking for specific character dialogue.
0
How to Acquire: The Audio of Most Source Engine Games
DETAILS
Format(s):
- WAV, MP3, OGG, VSND_C (Source 2, can be decompiled to original WAV or MP3 using VRF (Valve Resource Format) / Source 2 Resource Viewer[vrf.steamdb.info])

Credits:
Developers of the particular game you're extracting from.

List of Personally Known Source Games/Mods Aside from Valve's (Full List here: https://store.steampowered.com/curator/6858478-Source-Engine-Games/):
  • 800 North & Digital Ranch: Dino D-Day
  • Arkane Studios & Floodgate Entertainment: Dark Messiah of Might and Magic
  • Crowbar Collective (Black Mesa Development Team): Black Mesa
  • Facepunch Studios: Garry's Mod
  • Firearms Source Team: Firearms: Source
  • Fistful of Frags Team: Fistful of Frags
  • Galactic Cafe: The Stanley Parable
  • Goldeneye Source Team: Goldeneye: Source
  • Hidden Path Entertainment (Co-developer): Counter-Strike: Global Offensive
  • Interwave Studios: Nuclear Dawn
  • New World Interactive: Insurgency: Modern Infantry Combat, Insurgency, Day of Infamy
  • No More Room in Hell Team: No More Room in Hell
  • Prism Studios: Portal Stories: Mel
  • Puny Human Games: Blade Symphony
  • PVK II Team: Pirates, Vikings & Knights II
  • Ritual Entertainment: SiN Episodes: Emergence
  • STUDIO RADI-8: NeoTokyo
  • The Chinese Room: Dear Esther (Source)
  • Troika Games: Vampire: The Masquerade - Bloodlines
  • Turtle Rock Studios/Valve South: Left 4 Dead
Terms of Use (Or General Permission):
  • Valve Games: https://store.steampowered.com/video_policy. (List of games developed/co-developed by Valve[en.wikipedia.org])
  • Crowbar Collective: http://www.blackmesasource.com/video-policy.html
  • Galactic Cafe: https://web.archive.org/web/20131024060739/http://www.galactic-cafe.com:80/2013/10/video-monetization
    I, Davey Wreden, founder of Galactic Cafe, give full permission for anyone to record, stream, and upload any videos of our games (including Stanley Parable) to anywhere on the internet, and to monetize these videos with ads. No need to ask our permission, go forth, and cultivate revenue. Sow the seeds of your own financial viability. Monetize, and all is right with the world.

    Signed,
    Davey Wreden
    Galactic Cafe
    October 22, 2013
  • Dino-Day: http://www.dinodday.com/?page_id=349
  • Blade Symphony: https://web.archive.org/web/20171016141855/http://www.blade-symphony.com/about/
    Our Media Monetization Policy

    Puny Human allows all individuals to create and upload videos and images using Blade Symphony’s content (graphics, audio, music, cutscenes) and publish it to media websites such as YouTube.com and Twitch.tv, with the following restrictions:

    Do not take the assets from Blade Symphony (any raw audio or graphical content such as textures, models or sound files) and distribute them separately without express permission from Puny Human.
    Do not charge money or otherwise restrict users from access to any videos that either feature Blade Symphony or any of it’s content as outlined above.
    Do not sell or license your videos to others for payment of any kind that either feature Blade Symphony or any of it’s content as outlined above.
    Do not associate any inappropriate content (i.e. pornography) or bigotry (i.e. racism, sexism, homophobia) with Blade Symphony.

    Failure to abide by these restrictions may result in Puny Human requesting the video to be removed. Puny Human will, at its sole discretion, determine if a video does not comply with these guidelines.

    You are free to monetize videos using video footage and audio from Blade Symphony via the partner programs with YouTube, Twitch.tv, Blip.tv, Ustream.tv, or similar services whereby a website may pay you for views of a video.

    Puny Human retains all ownership and rights of its produced content, and may terminate or change the terms of this agreement at its sole discretion.
  • No More Room in Hell Team: http://static.nmrih.com/videopolicy
  • New World Interactive (Tweet): https://twitter.com/insurgencygame/status/410994769456680960
  • Games/Mods by Other Developers: Subject to their individual terms of use. Monetisation forbidden unless they state otherwise.

GUIDE
This is probably something many PC based modders & machinimators are familiar with, but we're here to provide for those that aren't. With this guide, I hope to have you familiar with how to extract the beloved sound, music & dialogue of the many Source games & mods along with Source 2 games such as DOTA 2 & Half Life: Alyx.

For those curious about Titanfall, Titanfall 2 and/or Apex Legends, the information within this guide is not applicable to those games (At least regarding audio), but specific information for those games can be found here:
  • How to Acquire: The Audio of Titanfall
  • How to Acquire: The Audio of Titanfall 2 & Apex Legends


STEP ONE
In most cases, you will require the latest version of the tool GCFScape (v1.8.6 at the time of writing) or VRF (Valve Resource Format) / Source 2 Resource Viewer[vrf.steamdb.info] (v0.1.2 at the time of writing) to access the entirety of a Source Game/Mod's sound assets. These are tools that provide access, exploration & extraction of Source & Source 2 game assets such as models, animations, textures, sound, etc. for the purposes of community modding & media-making.
It is perhaps worth mentioning that GCFScape is a Windows Only program as far as I've been told nor can I verify VRF's operating system versatility. Regarding Mac alternatives, I discovered Source Finagler[www.markdouma.com] (Although it's age is worth considering) and once heard of a tool called "Gridmount", but as someone who hasn't used them nor knows anyone who has, I cannot help you any further there.

This article on the Valve Developer Community Wiki also has the download link to the latest version of GCFScape, and should effectively guide you on it's simple use. Don't worry, it's very short & sweet and has pictures: https://developer.valvesoftware.com/wiki/GCFScape
(Note: You can right click on folders such as "sound" to extract them & the entire content within, not just individual files such as "Heavy_domination15.mp3", "ui_startup_01.vsnd_c" or "br_collaboration11.wav").


STEP TWO
Now that you have the tool(s) in your hands, now it is a matter of where to look. Since the vast majority, if not all of mod-friendly Source Games are distributed by Steam and/or require Steam to play, I'll use the Steam file path as the example.

First, you want to find your games. This can be done normally or through "Open" in GCFScape & VRF:
  • Primary: [Your Steam Library Location] > Steam > steamapps > common
  • Alternative: [Your Steam Library Location] > SteamLibrary > steamapps > common
Here, you'll find all of your installed Steam games files. At this point, it's really a matter of choice & looking around, but I'll use some common examples of typical file paths to at least provide an idea of what you're looking for:
    Counter-Strike: Global Offensive:
  • Counter-Strike Global Offensive > csgo

    DOTA 2:
  • dota 2 beta > game > dota

    Half Life 2:
  • Half Life 2 > ep2
  • Half Life 2 > episodic
  • Half Life 2 > hl2
  • Half Life 2 > lostcoast

    Insurgency:
  • insurgency2 > insurgency

    Left 4 Dead 2:
  • Left 4 Dead 2 > left4dead2
  • Left 4 Dead 2 > left4dead2dlc1
  • Left 4 Dead 2 > left4dead2dlc2
  • Left 4 Dead 2 > left4dead2dlc3

    Portal 2:
  • portal 2 > portal2
  • portal 2 > portal2_dlc1
  • portal 2 > portal2_dlc2

    Team Fortress 2:
  • Team Fortress 2 > tf2
Basically, just enter the game folder, than enter another folder named after the game or it's expansion to get to the game's contents.

In rather rare cases, some Source Modifications such as Black Mesa (Legacy) which use Steam to run, but cannot be downloaded by Steam, are installed differently. So in their very particular cases, this is where you'd head.
  • Primary: [Your Steam Library Location] > Steam > steamapps > sourcemods > "Game" ("BMS" in Black Mesa's case)
  • Alternative: [Your Steam Library Location] > SteamLibrary > steamapps > sourcemods > "Game" ("BMS" in Black Mesa's case)

STEP THREE
You're there. Great! But don't go jumping to that "sound" folder just yet. It likely doesn't contain many sounds, if any sounds at all. The majority of Source games these days store their contents in "Valve Pack Files", also known as .VPKs, especially the Valve games.
There are exceptions I know of which don't use these for sounds such as: Black Mesa (Legacy), Dino D-Day, Left 4 Dead 2, Pirates, Viking & Knights II & The Stanley Parable, whose sound files are all sitting in the "sound" folder. But it's best never to assume, especially as even some using .VPKs will still have sounds in their "sound" folders, but there won't be many.

The .VPKs containing what you're looking for are either or any of the following examples:
  • "pak01_dir"
  • "[Game]_pak01_dir"
  • "sound_misc_dir"
  • "[Game]_sound_dir"
  • "[Game]_sound_misc_dir"
  • "sound_vo_english_dir"
  • "[Game]_sound_vo_[language]_dir"
It's always the ones ending in "_dir". All the others with ending numbers are merely extensions from them, so you can simply ignore them (But do not be rid of them!).

From here, you may now enter them or open them through GCFScape or VRF. Although what follows is simply a matter of right-click on your chosen file(s) or folder(s) to extract to your chosen location, there are some specific differences when doing so for each tool to highlight, as well as a not-always-included official alternative that at least deserves mentioning.


STEP FOUR - GCFScape
It remains as simple as right-click on your chosen file(s) or folder(s), selecting "Extract" and then choosing your location for the extracted file(s) and/or folder(s), with the added benefit of being able to preview & playback any specific files before doing so.
However, when it comes to the ".VSND_C" files found in Source 2 games such as DOTA 2 & Half Life: Alyx, while GCFScape can extract them, you very likely will have issues trying to play them or find decompiling/converting them an inconvenient process. This is where VRF comes in handy.

This still remains the most recommended tool from myself if exploring, extracting or modifying games built on the original Source Engine due to the tool's maturity and strong familiarity in the Source community.

If you want a visual example, here's a video example of someone extracting the Portal 2 (Main Game Sounds) via GCFScape:
https://www.youtube.com/watch?v=vX4BWy0vOvQ

STEP FOUR - VRF (Valve Resource Format) / Source 2 Resource Viewer
It remains as simple as right-click on your chosen file(s) or folder(s), selecting "Export" and then choosing your location for the extracted file(s) and/or folder(s).
But when it comes to the ".VSND_C" files found in Source 2 games such as DOTA 2 & Half Life: Alyx, selecting "Decompile & Export" will extract these audio files decompiled into their original file format(s) such as .WAV & .MP3, saving you the need to decompile/convert them after extraction.

While this tool is very capable of exploring & exporting assets from games built on the original Source Engine, I would mostly recommend it for use with games using the Source 2 Engine both for being the tool's focus of development and for it's convenient ability to Decompile & Export the VSND_C files back to their original formats such as WAV & MP3 in a single click.


STEP FOUR - VPK.EXE
"vpk.exe" is the official tool included in a large number of Source Engine games including Black Mesa, Half Life 2, Insurgency, Left 4 Dead 2, Portal & Team Fortress 2, but is absent from the standard installations of Counter-Strike: Global Offensive & Left 4 Dead 2 (Until you download their included Authoring Tools or SDKs found under "Tools" in your Steam Library), so while I would recommend GCFScape & VRF first & foremost for their convenience, exploration & flexibility, it is worth mentioning this option nonetheless in case preferred and/or needed.

Firstly, see if your chosen game includes a "vpk.exe", which can be found in the game's "bin" folder as per these examples:
  • Black Mesa > bin
  • dayofinfamy > bin
  • Garry's Mod > bin
  • Half Life 2 > bin

If it doesn't, visit your Steam Libary, tick "Tools", see if your chosen game has any available such as the Left 4 Dead 2 Authoring Tools or the Counter-Strike: Global Offensive SDK, install them, then check their "bin" folders for a "vpk.exe". If looking into community mods such as Portal Stories: Mel or Half Life 2: Update that may lack a vpk.exe, it's most likely they utilise or are compatible with the base game's vpk.exe.

Secondly, create/paste a Shortcut for "vpk.exe" in a desired location (This will save you tracking down all of the additional files such as "tier0.dll" & more). Then copy & paste your desired game's .VPK files containing the sound and/or voice data into the same location (You will need all of the additional "_[No.].vpk" files, not just the "[Filename]_dir.vpk" files as they are split files that make a whole when together).

Then lastly, drag & drop the "[Filename]_dir.vpk" over "vpk.exe" to begin the extraction. Once complete, the entire contents of those .VPK files will be extracted for you.
This isn't the only way to carry out this particular procedure, but it does help in keeping your extractions organised and ensuring the procedure carried out correctly. But in truth, most people I know of seek out "vpk.exe" to oppositely create their own .VPK file to package their mods.

If this is a bit much to take in, this video provides a visual example:
https://www.youtube.com/watch?v=stKHEEaAHws

CONCLUSION
And that should hopefully "give you the keys" to the sound data for just about any game running on the Source Engines.
Additionally, the Team Fortress 2 (Old & Community files included), DOTA 2 (Source & Reborn), Black Mesa (Legacy) & Titanfall sound files are up for download in The Bizarchivist Sound Collection.
0
How to Acquire: The Audio of Call of Duty
DETAILS
Game Availability (PC)
https://pcgamingwiki.com/wiki/Series:Call_of_Duty

Format(s):
- WAV, MP3

Credits:
- Infinity Ward (Call of Duty, Call of Duty 2, Call of Duty 4: Modern Warfare, Call of Duty: Modern Warfare 2, Call of Duty: Modern Warfare 3)
- Raven Software (Call of Duty: Modern Warfare 3)
- Sledgehammer Games (Call of Duty: Modern Warfare 3)
- Treyarch (Call of Duty: World at War)

Music:
- Michael Giacchino & Justin Skomarovsky (Call of Duty)
- Graeme Revell (Call of Duty 2)
- Stephen Barton & Harry Gregson-Williams (Call of Duty 4: Modern Warfare)
- Sean Murray (Call of Duty: World at War & Call of Duty: Black Ops)
- Lornes Balfe & Hans Zimmer (Call of Duty: Modern Warfare 2)
- Brian Tyler (Call of Duty: Modern Warfare 3)
- Kevin Sherwood (Call of Duty: Nazi Zombies & Call of Duty: Black Ops)

Terms of Use:
I cannot locate any official comment or statement by staff within Activision or the development studios regarding monetisation of video content with their games & assets, thus can't be recommended.


GUIDE
This perhaps is one of the easiest sound extractions you may ever pull off. Keep in mind, this guided method only works with certain Call of Duty titles:
  • Call of Duty
  • Call of Duty 2
  • Call of Duty 4: Modern Warfare
  • Call of Duty: World at War
    (PC Version includes all Map Packs freely in Patch Updates (1.7 Latest), automatically applied in the Steam Version)
  • Call of Duty: Modern Warfare 2
  • Call of Duty: Modern Warfare 3
I should also note that this will get you just about everything short of the weapon sound files (At least that has occurred in my extractions for Call of Duty 4: Modern Warfare & beyond). This is due to the fact that they're tied to a different file system known as .FF ("Fast File"). How one extracts from these is beyond my knowledge. Luckily in the case of Modern Warfare 2 & Modern Warfare 3, somebody managed to & shared the content. You can find those in the The Bizarchivist Sound Collection (Along with a full extraction of Call of Duty: Black Ops II, which is not applicable to the guide due to having a different filing system & being more difficult to extract).

As for other games not applicable to this guide such as Call of Duty: Black Ops II, Call of Duty: Ghosts, Call of Duty: Black Ops III, etc., see the How to Use: Wraith (Archon) with Call of Duty guide for details.


STEP ONE
Proceed to the game's files. Unfortunately, I cannot provide the file paths for Mac Users, but I can use my Steam copies installed on my Win 7 computer as example:
  • 64bit: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files (x86) > Steam > steamapps > common
  • 32bit: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files > Steam > steamapps > common
Within this folder, all of your Steam Games are located. So if you have purchased numerous Call of Duty games via Steam, they will all be here.

If you have a disc copy, follow this file path:
  • Win 7: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files (x86) > Activision
  • Win XP: My Computer > "[Your Hard Drive]" (C: in my case) > Program Files > Activision

STEP TWO
Now all you need do is select your game and head to the sound files:

[Game Name, Eg. "cod waw" or "Modern Warfare 2"] > main

In here, are the .IW files (.PK3 for Call of Duty). These are what you want. Most of them contain the sounds, but contain other assets too. So here's the list of files you want to copy & paste into where you wish to store them to reduce excess:
  • Call of Duty:
    localized_english_pak0.pk3 - localized_english_pak1.pk3
    pak1.pk3 - pak3.pk3

  • Call of Duty 2:
    iw_04.iwd - iw_06.iwd
    localised_english_iw00.iwd - localised_english_iw07.iwd

  • Call of Duty 4: Modern Warfare:
    iw_06.iwd - iw_11.iwd
    localised_english_iw00.iwd - localised_english_iw06.iwd

  • Call of Duty: World at War:
    iw_14.iwd - iw_27.iwd
    localised_english_iw00.iwd - localised_english_iw06.iwd

  • Call of Duty: Modern Warfare 2:
    iw_12.iwd - iw_23.iwd
    localised_english_iw00.iwd - localised_english_iw07.iwd

  • Call of Duty: Modern Warfare 3:
    iw_11.iwd - iw_22.iwd & iw_34.iwd
    localised_english_iw00.iwd - localised_english_iw05.iwd

STEP THREE
Now that you have copied & pasted the .IW files into your desired location, all you have to do is change the file name extension to convert them into .ZIP folders. For example:
Rename "iw_11.iwd" as "iw_11.zip".

You will receive a notice saying "If you change a file name extension, the file might become unusable. Are you sure you want to change it?". Click Yes.

For those in need of visual aid, this video illustrates what I just described, whilst extracting the music from Modern Warfare 2 (WARNING: Loud Volume):
https://www.youtube.com/watch?v=enOTifHV5TM

And there you have it! Just simply extract the goods from the .ZIP folders, then feel free to delete the surplus image folders & such, and you'll have the vast majority of the sound assets & all of the dialogue from the games.

For sounds such as weapon sounds for Modern Warfare 2 & Modern Warfare 3, you'll need to download the .FF file extractions from The Bizarchivist Sound Collection as previously stated.
0
How to Acquire: The Audio of Minecraft: Java Edition
DETAILS
Game Availability (PC):
https://pcgamingwiki.com/wiki/Minecraft#Availability

Format(s):
- OGG

Credits:
- Mojang AB (Developer, all Editions and Publisher, Java Edition along with Mobile & Nintendo platforms)
- 4J Studios (Developer, Legacy Consoles & Bedrock Edition)
- Skybox Labs (Developer, Bedrock Edition)
- Microsoft Studios (Publisher, Xbox & Windows platforms)
- Sony Computer Entertainment (Publisher, PlayStation platforms)

Music (Base Game):
- Composed, performed & published by Daniel "C418" Rosenfeld[c418.bandcamp.com]

Music (Numerous Mash-Up Packs for Legacy Console/Bedrock Editions)
- Composed by Gareth Coker[garethcoker.bandcamp.com]
- Performed by various artists, including the Nashville Music Scoring Orchestra (See albums' information for further details: https://vgmdb.net/search?q=Minecraft)
- Published by Microsoft Studios Music
(Official Soundtracks available from various digital storefronts including iTunes & Amazon with 7digital[www.7digital.com] & Qobuz[www.qobuz.com] providing 16bit/CD Lossless options).

Terms of Use:
https://account.mojang.com/documents/minecraft_eula
In summary, monetisation of videos using Minecraft & it's assets, along with other assets entirely your own or permitted by their authors, is authorised.


GUIDE
Extracting from the latest version of the original PC/Mac/Linux version of Minecraft built on Java (Now known as Minecraft: Java Edition) isn't as easy as it used to be back in the days before version 1.7 when you could simply locate the .OGG files. Thankfully, the decreased convenience mostly lies on a lengthier procedure than complicated encryptions.

Also something worth noting if purchasing Minecraft on PC for the first time, Minecraft: Java Edition is most recommended as not only does it run on Windows, macOS & Linux, but also includes a free gift code for Minecraft for Windows 10, securing yourself both the Bedrock Edition (Now Standard Edition) for Windows 10 & the Java Edition without the need of a re-purchase for different versions.


STEP ONE
I'm going to mostly reiterate the Minecraft Wiki's article[minecraft.gamepedia.com] on this one, but I'll provide my own words just in case the guide gets a bit ahead of you, starting you off with the file path as it appears for me when using my Windows 7 PC.

- Linux: ~ > .minecraft > assets
- Mac: ~ > Library > Application Support > minecraft > assets
- Windows: My Computer > [Your System Storage Drive] (C: in my case) > Users > User/[Username] > AppData > Roaming > .minecraft > assets

If you're a Windows user and are unfamiliar with how to find your appdata folder (It may not always appear as a usual folder does as is the case on my Windows 7 PC), follow these steps (As once stated by the Minecraft Wiki):
  • Click Start → Run. If you don't see "Run" try holding down your "Windows" key and press the R key.
  • Type %appdata% (case doesn't matter but be sure to include the % markers) and click OK.
  • Open the .minecraft folder.
If you're a Linux or Mac user, the "~" in the path refers to your home directory.


STEP TWO
Now that you're within Minecraft's "assets" folder, there are two folders within of interest:
  1. assets > indexes
  2. assets > objects
Within objects, all of the game's files including sounds are there. But the big problem is they're all undefined files with long-form "Hash" numbers & letters that may as well be total nonsense to many, not to mention all seperated into literally hundreds of folders, making navigation an unrealistic task. That's where indexes comes in.

Within the indexes folder, there should be at least one .JSON file (In my case, "1.12.json"), a file that you should be able to open with a text document program such as Wordpad or Notepad++ (Notepad also works, but Wordpad & Notepad++ is more recommended as it keeps formatting & readbility clear as intended). Within, it lists data such as this:
  • },
    "minecraft/sounds/entity/shulker_bullet/hit1.ogg": {
    "hash": "e72ee78cbc57a43a37ba6db660d9e1eeb0d75f88",
    "size": 11384

  • },
    "icons/icon_16x16.png": {
    "hash": "bdf48ef6b5d0d23bbb02e17d04865216179f510a",
    "size": 3665

  • },
    "minecraft/sounds/music/game/nuance2.ogg": {
    "hash": "78152dc42b036e0de7616e6e669ce5a81d17f82a",
    "size": 219029

This data will allow you to correspond the actual file's name to it's Hash code (Ex. "menu4.ogg" = "15f38314274e759c44f50ac641d11bde12474a25"), with the stated file-size further aiding identification.

Now within the objects folder, simply copy & paste the Hash code into your Folder Search bar, and it should find it very quickly.

Then all you need to do is simply copy & paste the found file into a location of choice (I would recommend observing the folder structure preceding the file's true name such as "minecraft/sounds/music/game/nuance2.ogg" or "minecraft/sounds/entity/shulker_bullet/hit1.ogg" if you're after multiple desired files so you can replicate the game's folder structure, which is particularly useful if you're trying to create a Resource Pack, etc.), and then rename the Hash-named file into it's true name & file extension (If you get a message stating "If you change a file name extension, the file might become unusable. Are you sure you want to change it?", you can click Yes, assuming your file extension is ".ogg" as per the true file-name).

If this is understandably baffling you, there are infact videos illustrating the process as detailed by the Minecraft Wiki's article section[minecraft.gamepedia.com] & reiterated by myself (This particular one struck me as the most efficient & effective):
https://www.youtube.com/watch?v=62EfSiwU8wY


CONCLUSION & OFFICIAL SOUNDTRACK
And that should be everything you need! Something to finally note is that the OGG format cannot be played with Windows Media Player or Quicktime, but very easily with players such as VLC Media Player or with editors such as Audacity (Which can be used to render your chosen OGG file into a format of your choice if it's necessary).

I am of the belief none of the music added in the Mash-Up Packs has ever officially made it into Minecraft: Java Edition, nor has all of C418's music composed for the game been implemented. If that is the case, the official soundtrack is available from C418's Bandcamp, which you can download in numerous formats including MP3 & FLAC (WAV's a preference of mine), with Gareth Coker's own soundtracks for Minecraft available from various digital storefronts (Though I'd recommend 7digital & Qobuz for their 16bit/CD Lossless options).:

- Volume Alpha (US$4 or more)
https://c418.bandcamp.com/album/minecraft-volume-alpha

- Volume Beta (US$7 or more)
https://c418.bandcamp.com/album/minecraft-volume-beta

- Gareth Coker's albums (Known digital storefronts)
  • Amazon (See your local region for prices)
  • iTunes
  • 7digital[www.7digital.com] (A purchase secures only your chosen format, and price for 16bit Lossless FLAC is increased)
  • Qobuz[www.qobuz.com] (One purchase secures any format of your choosing, but Qobuz's storefronts presently have limited regions, all within Europe).
  • 4
    The Bizarchivist Sound Acquisition Guide
    Welcome to the Bizarchivist Sound Acquisition Guide.

    Here, you will find links to topics dedicated to explaining how to locate, extract and/or record audio assets from numerous video games.

    But before we proceed to the guides, I'd like to point some things to strongly consider before doing so:

    Use of these sounds beyond personal use is subject to the individual terms of use from each game the sounds originate from. This means that unless the developer of a particular game such as Mojang for Minecraft or Valve for Team Fortress 2 provides specific or general permission for the creative use of their content (which I'll be sure to indicate), you will be using at your own risk.

    In which case, I can only implore that you abide by the following instructions if you intend to use them for video-making:
    • Always credit the developer, author and/or game of origin for use.

    • Never monetise any video, mod or other content you may choose to use these particular assets in. It matters not if the game you're using permits monetisation, any assets within such as sound, mods, etc that aren't of your own or permitted for use and/or ad revenue, monetisation is illegal.

    Otherwise, there should be no problems. Don't worry, I have no desire to be credited in any shape or form in your works. However, if you feel the desire to, I will suggest merely placing "The Bizarchivist Sound Project", or "Bizargh" should you wish to direct to me personally, under Special Thanks or anything of the sort.


    Now, with that out of the way, we can now proceed to the guides. Further details regarding credits, formats & terms of use for each game can be found within each guide specific to them:
    • A Short List of Recommendable Tools for Audio Extraction
    • Minecraft: Java Edition
    • Call of Duty (Select Titles)
    • Source Games (Half Life, Team Fortress, Dino D-Day, The Stanley Parable, etc.)
    • The Telltale Games
    • Halo: Spartan Assault
    • Halo: Spartan Strike
    • Titanfall
    • Killing Floor
    • Grand Theft Auto IV & Episodes from Liberty City
    • Max Payne 3
    • PAYDAY: The Heist & PAYDAY 2
    • Grand Theft Auto V
    • Halo 5: Guardians (Recording Guide)
    • Numerous Unreal Games
    • Duke Nukem Forever
    • PlanetSide 2
    • Destiny: Rise of Iron (Recording Guide)
    • Destiny 2
    • Wraith Archon (Call of Duty)
    • Warface & The Crysis Trilogy
    • Mass Effect
    • Titanfall 2 & Apex Legends
    Hiển thị 241-248 trong 248 mục