The bioshock files are not encrypted, they use just a codec (Xbox adpcm) so if you use the correct codec they will sound perfectly.
with fsbext is also possible to rebuild the original FSB archive using a specific option (there is an usage example in the list of commands available at runtime).
Instead, talking about encryption, FMOD implements a way to encode data but it fails with NULL bytes so in short the plain-text password is usually visible as is in the FSB file (fsbext can show the hex dump of this data if the archive is encrypted)
- aluigi answered 11 years ago
You can try fsbext by jumping to this download link:
ben’s right.. I extracted them earlier today and they’re garbled. Might just be a matter of time.
Good for them on that, though, as individual sound effects are not copyrightable (at least here).
In the meantime, there are a couple hundred thousand other sounds that should give you no trouble extracting and, quite honestly, probably quite a lot that were sucked into BioShock as well.
I see this type of thread popping up more and more often, and as a professional sound designer it really makes me appreciate the encryption features in FMOD. I plan on suggesting that it be used across all of our titles in the future so that our hard work and extensive custom field/foley library can’t be ‘borrowed’ so easily.
I’m all for creating and sharing sounds and music for independent and commercial-free games, but there are places for that already on the web – such as Freesound. While an individual sound effect may or may not be copyrightable, reverse engineering someone’s commercial work is not only dishonest, it is illegal.
- Symbiotic answered 11 years ago
I havent had a look at bioshock’s FSB files, but if they’re encrypted using our encryption feature then thats pretty cool
The FSB format is documented in the FAQ section but you don’t need it.
It is absolutely trivial to extract an FSB file with the FMOD API. Just use Sytem::createSound then Sound::getSubSound, then you could use the ‘SaveToWav’ function that is located in the record example in the fmod sdk.
A lot of sound designers put a lot of work and money into their sound effects and this sort of feature is a good way to stop other people using them without permission or commercially.
By the way, the bioshock soundtrack has been released freely by irrational/2kgames – you should be able to google for it.
Brett: Could you be a bit more specific?
A step to step guide would be terrific (read real dummies guide).
As I understand I will have to use C++ code to do this?
I have never used C++ in my whole life so a good step to step would be great.
I borrow this thread since I have kind of the same problem but with Crysis.
I got these .fsb files that I would want to extract and change some and then repack them again.
And also this is NOT for making anykind of redistribution of the files on the internet.
All I want to do is to make a mod for the game.
Basicly I want the sniper rifle to be able to have a silencer, since the sniper rifle don’t have silencer sounds in it’s .fsb file I want to extract the files from a weapon that have those sounds and simply just put them in the sniper sound file.
So could you or someone else please help me out here?
- DuaneLeeEvans answered 11 years ago
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