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I’m working with the latest C# API and I’m trying to extract some sound files from a freely available game. The game has a main FEV file and several FSB files. I’ve parsed through the FEV file and have gotten to the point where I can use FMOD.Event.start() and the sound plays. What I would prefer is to either get the raw sound data straight out of the code, or get the pointer or some identifier that I can use to extract the data out of the FSB using the plain FSB APIs. Eventially so I can do something like build a table of contents (event and corresponding location in a specific FSB). Example: CharacterShotgunEvent => WeaponSounds.fsb File Index 3

I imagine this data HAS to be in the FEV file since it has to know where to play the sound data from. Is the information exposed via the API? Am I missing something or going about this the wrong way?

The issue I’m trying to tackle is the filename length limit on the FSB files. It would be good to see exactly what events trigger which FSB wavs.

Any help would be greatly appreciated!

Thank you for your time,
Smark

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We don’t really support reverse engineering built sound banks, as it is not a feature needed by game developers. FMOD Users have access to the source audio and project files used to build the banks they use, and so are easily able to edit and manipulate content and produce modified banks as needed.

In any case, it is up to individual developers and publishers to determine whether their project data should be available to the public; Perhaps you should try contacting the developer in question and asking for the information you need?

Incidentally, the monetary price of a game is no indication as to whether it’s legal to extract, use or modify its content. Be sure to check the game’s end-user licence agreement before attempting to re-purpose or change any of its assets or code.

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