Upon encountering others of these files in Batman: Arkham Origin and testing the new switch, I found out that ONLY these files work with the switch but all others don't. :( That's a pity because I basically have to check each and every file if it needs the switch.
Well that sucks. If you can figure out any pattern in the headers that predicts it let me know, I couldn't figure it out. I could take a look at the Arkham Origin files to see if maybe there's something I missed, but I'm a little afraid of breaking other games.
Note that there are two new switches: --no-mod-packets and --mod-packets, which force the setting either on or off. Otherwise the broken guessing/detection code is used.
I used these parameters on ww2ogg: --no-mod-packets --pcb packed_codebooks.bin
Then when I got to use revorb.exe, I used the input converted file (.ogg) and defined the output file. But when I ran it, it crashed. Then I discovered that the output file was 4kB after the executable stopped running. Am I doing something wrong?
EDIT2: As it turns out, I used the wrong settings to convert the file. Should be --mod-packets --pcb packed_codebooks_aoTuV_603.bin instead(the others need to be converted by other settings). Silly me. Also, is there any way to convert all .Wwise files into .ogg files?
The Ogg Vorbis standard doesn't have a way to set loops, so every engine does it differently. If ww2ogg finds a loop in the input file (which seems to be pretty rare) it will add two comments to the output, LoopStart and LoopEnd, which give the loop points in samples. vgmstream will use these to loop (you may need to name the file .logg to avoid Winamp or such from playing it with the default Vorbis decoder).
I think you can manually add these using vorbiscomment from vorbis-tools (Windows builds at xiph.org or Rarewares).
vorbiscomment -a in.ogg -t LoopStart=NNN -t LoopEnd=NNN