Resident Evil Revelations 2 PC - Unknown audio format in SNGW container by News Bot at 2:25 PM EST on March 5, 2015
Been trying to rip cutscene audio for a few days now but have come up empty thanks to the .sngw container used in the game's audio. This container was used in almost all previous titles but was easily circumvented by simply renaming the files to .ogg, but that method doesn't work for these so I have no idea what format the audio is.

Anyone able to assist? Here's a sample.
http://projectumbrella.net/files/otherhoststuff/d1010_se_eng.sngw

edited 7:33 PM EST March 5, 2015
by Nisto at 7:57 AM EDT on March 8, 2015
I'm not familiar with recent RE titles, but do you have a file from one of the mentioned previous titles with .sngw files that you can upload? I at least don't recall seeing them in RE1/2/3/0... The file you uploaded seems encrypted just from a quick look. If that's the case, you might need to reverse engineer the game to figure out how to decrypt it. After that you might be able to rename it to .ogg just like before to get it to play though.
by MarkGrass at 5:24 AM EDT on March 9, 2015
...perhaps, GenH is the solution?
by News Bot at 9:47 AM EDT on March 9, 2015
Here's a sample from the biohazard HD Remaster, which was released shortly before REV2. Same format (sngw) but all you have to do is rename the extension to .ogg and it plays perfectly.

http://projectumbrella.net/files/otherhoststuff/cr_goodLR_51.sngw

What's GenH?
by MarkGrass at 5:58 AM EDT on March 10, 2015
GenH is a tool used for audio streams that have no header, but that doesn't appear to be needed here...

I just had another look, and I have to agree with Nisto - it is most definitely encrypted and is standard OGG Vorbis.

Devs probably realized that a wonky file extension wasn't enough to deter.
by News Bot at 1:04 PM EDT on March 10, 2015
Damn, so no hopes of getting past it? I couldn't decrypt something if my life depended on it, haha.
by MarkGrass at 4:18 PM EDT on March 10, 2015
There's hope - it can certainly be done - but not until someone decides to look into the executable. Unfortunately, I don't own the game to check it out :/

With a bit of luck, the "sngw" string should be cross-referenced in or around the exact function that will decrypt the file, perhaps even references to Ogg dev strings (when loaded into IDA)...

...otherwise it would be a matter of stepping through executable disassembly, which could take some time to accomplish.

edited 9:28 PM EDT March 10, 2015
by News Bot at 4:23 AM EDT on March 12, 2015
Sadly I have no idea how to do any of that, haha.
by MarkGrass at 4:59 AM EDT on March 12, 2015
If you want, drop the executable to me in a PM at THIA, and I'll check it out. No promises, of course, but I may be able to get some help on it if need be.
by News Bot at 9:27 AM EDT on March 13, 2015
Just sent it!


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