wav files don’t load properly when added to this game

using windows 10/AC installer ver. 3.1.3 (latest version as of posting this)

this is what this game file used: https://i.imgur.com/RjXFjEK.jpg

this is the result when added to the game: https://i.imgur.com/Ty2lnuq.mp4

i’ve tried WAV (Microsoft) with unsigned 8bit/signed 16bit and WAV (NIST Sphere) with signed 8bit but nothing has came of it. so i’m stumped.

edit: i viewed some of the other files in the music folder for the game and the encoding/channels change. encoding changes to signed 8bit/16bit and channels from “1 Channel (Mono)”.

edit 2: MVAU stands for MX vs. ATV Unleashed, it was released in 2005. just thought i’d add that because i don’t know if this will be an easy fix considering it’s an old game.

Do you mean that is the correct format that should be used in the game?
“Signed 8-bit PCM, 16kHz, stereo”

How do you know that? Is it documented somewhere?


Is there something wrong with that?

What exactly are you trying to fix?

Do you mean that is the correct format that should be used in the game?

I detected the audio files from the list of the music files, importing them as raw data then “detecting” and going from there. tried to replicate them but some are different like encoding, byte order, and channels.

Posted this to reddit where someone told me to use ffmpeg which i have installed, they told me to use the tools to find the original file stats? then try to replicate.

Is there something wrong with that?

it comes out as nothing but static, so there is something i’m doing wrong here for sure. just trying to figure out what it is.

What exactly are you trying to fix?

trying to fix the static, i grabbed music from yt converted it to mp3 then to .wav but when played it resulted in static, my goal is to overwrite the original music files with ones that i’ve picked. i cant go inside of the audio file where all the audio is stored and replace them because it’ll break the game probably.

If you import one of the original game files into Audacity as “Signed 8-bit PCM, 16kHz, stereo” (using “Import RAW”), does it play correctly (in Audacity)?

I’m not sure I understand the symptoms…

In general, this is be tricky because a game can use unknown or custom proprietary formats and the game developer may have no intention of allowing users to change the sounds (or anything else coded-into the game).

You might need to get help from a game hacker site, if this is even possible… There are several audio experts here but not a lot of game hackers.

I detected the audio files from the list of the music files, importing them as raw data then “detecting” and going from there. tried to replicate them but some are different like encoding, byte order, and channels.

Have you found the correct settings and can Audacity play the file after importing?

Are you sure it’s actually “raw”? Is there a file name extension? (.RAW, .WAV, .MP3, etc?)

If it’s a compressed format (not raw audio data) that will never work… Compression is a lot like encryption and the raw data is essentially garbage if not decoded properly and you’ll just get noise. You’ll also get a shorter file if you don’t decompress it… A 1-minute file might end-up being 10-seconds of noise, but “guessing” the wrong format can also change the playing-time.

If it’s not raw, [u]MediaInfoOnlime[/u] may be able to give you the format details. (If it’s truly raw audio data MediaInfo won’t help because it’s just a series of bytes with no header and no “clues”.)