Ripping Animal Crossing New Horizon's sound files. - Select - 05-11-2020
Update!!
Sounds Ripping Method below!
Hi, I've been trying to rip Animal Crossing: New Horizons for a while now.
Following information by the user: "Username123"
in the original post of https://www.vg-resource.com/thread-36986.html ripping guide.
Many of the sounds are still un-ripped and I cannot find out how to extract .bars format, which should have every audio.
I also realized the game isn't in the sounds-resource.
AC:NH uses the .bwav format which you can play the audio with vgmstream.
.bars has been used in Breath of the Wild & Mario Kart 8 Deluxe so this shouldn't be such a big deal right?
Not really! When using BarsViewer or BoTW-bars-extractor it crashes the program.
Due to Nintendo using .bwav not .bfwav which is completely different.
people found out how to mod audio in, but they don't know how to get the original audio.
If people would like to help with ripping the audio, I'll be updating the post with methods if people could help and contributing to ripping the game!
For people who would like to try, refer to the original post of ripping guide made by "Username123"
| Quick Edit: I've seen the post made by "jackskellinghog" https://www.vg-resource.com/thread-36865.html , but no information was really given so I decided to create a post trying to get it all sorted and make it more available for people to work on it.
Hello mods, if posting the link to the bars resource isn't allowed please remove the link & attachment!
Thanks to "Username123" It is possible to rip the audio through hexedit and changing it to BWAV,
Method 1 (Hex Edit):
Required:
Any Hex Editor software(HxD)
.BARS resource(https://www.vg-resource.com/thread-36986.html)
Foobar2000 (Foobar2000)
VGMStream (Plugin)
Any Encoder (.OGG Encoder)
Step 1: Open any Hex Editor
Step 2: Open any .BARS resource you want to get the audio from, in this example I'll be using UI_Melody.bars
Step 3: Find "BWAV" text string. (Pressing Ctrl+F opens search)
Step 4: After finding BWAV, select everything from BWAV till the end or to the next BWAV if you want to separate it(if there is another) and copy everything after selecting.
Step 5: Create a new file using Ctrl+N and paste everything there.
Step 6: Save the file as .BWAV
Step 7: It should be done now, Now you need to open up Foobar and you can play the audio, follow Step 8 to convert it to a playable format for any other program.
Step 8: Convert it with OGG, It should ask you to have OGGEnc.exe you would just need to point it to that and it will convert,
and you should be able to get that audio to work for things!
So why would you need audio from the game?
You could lets say take UI_Melody, and create your own song generator with different pitches and make a animal crossing song generator translating sheets to animal crossing notes, or more..
or.. you could use certain sound effects for a sound board or maybe create memes with it.
Well, I just want to use it for memes for VRChat
Enjoy!
RE: Ripping Animal Crossing New Horizon's sound files. - Username123 - 05-12-2020
(05-11-2020, 09:58 AM)Select Wrote: Hi, I've been trying to rip Animal Crossing: New Horizons for a while now.
Following information by the user: "Username123"
in the original post of https://www.vg-resource.com/thread-36986.html ripping guide.
Many of the sounds are still un-ripped and I cannot find out how to extract .bars format, which should have every audio.
I also realized the game isn't in the sounds-resource.
AC:NH uses the .bwav format which you can play the audio with vgmstream.
.bars has been used in Breath of the Wild & Mario Kart 8 Deluxe so this shouldn't be such a big deal right?
Not really! When using BarsViewer or BoTW-bars-extractor it crashes the program.
Due to Nintendo using .bwav not .bfwav which is completely different.
people found out how to mod audio in, but they don't know how to get the original audio.
If people would like to help with ripping the audio, I'll be updating the post with methods if people could help and contributing to ripping the game!
For people who would like to try, refer to the original post of ripping guide made by "Username123"
I have also have uploaded the .bars through MEGA, and attached it to the post for anyone curious to check it out.
MEGA .bars resource
| Quick Edit: I've seen the post made by "jackskellinghog" https://www.vg-resource.com/thread-36865.html , but no information was really given so I decided to create a post trying to get it all sorted and make it more available for people to work on it.
Hello mods, if posting the link to the bars resource isn't allowed please remove the link & attachment!
It's actually not that difficult. All really interesting files are saved in the Sound/Resource/Stream folder as .bwav files. To open these files, download the foobar2000 program from the Microsoft Store and install this plugin https://www.foobar2000.org/components/view/foo_input_vgmstream. When you've done this, you can use this program to listen to and convert all .bwav files. If you want to get the sound data from the .bars files, you can open the .bars files in a hex editor and search for BWAV. Then copy everything from there to the next BWAV or the end of the file and save it in a new .bwav file. Let me also know if that worked for you. As I will add this information to my thread in a bit more detail soon.
RE: Ripping Animal Crossing New Horizon's sound files. - Select - 05-12-2020
(05-12-2020, 11:23 AM)Username123 Wrote: (05-11-2020, 09:58 AM)Select Wrote: Hi, I've been trying to rip Animal Crossing: New Horizons for a while now.
Following information by the user: "Username123"
in the original post of https://www.vg-resource.com/thread-36986.html ripping guide.
Many of the sounds are still un-ripped and I cannot find out how to extract .bars format, which should have every audio.
I also realized the game isn't in the sounds-resource.
AC:NH uses the .bwav format which you can play the audio with vgmstream.
.bars has been used in Breath of the Wild & Mario Kart 8 Deluxe so this shouldn't be such a big deal right?
Not really! When using BarsViewer or BoTW-bars-extractor it crashes the program.
Due to Nintendo using .bwav not .bfwav which is completely different.
people found out how to mod audio in, but they don't know how to get the original audio.
If people would like to help with ripping the audio, I'll be updating the post with methods if people could help and contributing to ripping the game!
For people who would like to try, refer to the original post of ripping guide made by "Username123"
I have also have uploaded the .bars through MEGA, and attached it to the post for anyone curious to check it out.
MEGA .bars resource
| Quick Edit: I've seen the post made by "jackskellinghog" https://www.vg-resource.com/thread-36865.html , but no information was really given so I decided to create a post trying to get it all sorted and make it more available for people to work on it.
Hello mods, if posting the link to the bars resource isn't allowed please remove the link & attachment!
It's actually not that difficult. All really interesting files are saved in the Sound/Resource/Stream folder as .bwav files. To open these files, download the foobar2000 program from the Microsoft Store and install this plugin https://www.foobar2000.org/components/view/foo_input_vgmstream. When you've done this, you can use this program to listen to and convert all .bwav files. If you want to get the sound data from the .bars files, you can open the .bars files in a hex editor and search for BWAV. Then copy everything from there to the next BWAV or the end of the file and save it in a new .bwav file. Let me also know if that worked for you. As I will add this information to my thread in a bit more detail soon.
I have added this information to the thread, you can also use my thread for information if you'd like! the method works!
RE: Ripping Animal Crossing New Horizon's sound files. - Grasterizer - 02-04-2021
alright
after looking at several .bars files for animal crossing new horizons, i come up with a few conclusions:
the .bars file structure is just the same, with a few interesting points:
Quote:A list of offsets of pointing AMTA and BWAV is exist. Finding them is actually easy. Start from offset 0x10 where there's a collection of AMTA hashes (they're in "DWORD" so it'll be "the amount of AMTA it has, multiplied by 4" [4 refers to "DWORD"]). The end of the offsets list is when AMTA (41 4D 54 41) is declared. you can have a look at this picture as an example, taken from Doubutsugo_Base.bars
As you can see, the black lined is the AMTA's hashes, and the red lined is the offsets.
Let's take an example of one offset:
Code: 28 00 00 00 00 01 00 00
The first 4 numbers (28 00 00 00) represents an offset of AMTA, and the last 4 numbers (00 01 00 00) represents offset of BWAV. and both of them is read in reverse, in this case, the offset of AMTA will be at 0x28, and the offset of BWAV will be 0x100. This is handy when there's a case where the amount of AMTA is more than the number of BWAV the .bars file has. Want an example? get Doubutsugo_Ghost.bars (it has 36 AMTAs and 5 BWAVs [you need an update 1.4.0+ because that file was added in update 1.4.0]).
Quote:Have a look at this picture for an AMTA v5 example:
The version of AMTA is 5, so the structure is pretty much different from previous versions. To get the filename within AMTA v5, refer to the value on offset 0x24. in this case, it's 0x32, and therefore it's 0x24 + 0x32, equals 0x56. And therefore, starting from 0x56, that's where you get the filename for a BWAV pointed from the offsets in that .bars file
And so, to elaborate with both points, the filename from an AMTA specified on the offset is for the BWAV specified on the offset itself.
so from the code here: (28 00 00 00 00 01 00 00, taken from Doubutsugo_Base.bars), the filename from AMTA on offset 0x28 is for the BWAV file on offset 0x100
i'm terribly sorry if i'm bad at explaining...
RE: Ripping Animal Crossing New Horizon's sound files. - McSpazzy - 04-25-2021
(02-04-2021, 03:10 AM)Grasterizer Wrote: alright
after looking at several .bars files for animal crossing new horizons, i come up with a few conclusions:
the .bars file structure is just the same, with a few interesting points:
Quote:A list of offsets of pointing AMTA and BWAV is exist. Finding them is actually easy. Start from offset 0x10 where there's a collection of AMTA hashes (they're in "DWORD" so it'll be "the amount of AMTA it has, multiplied by 4" [4 refers to "DWORD"]). The end of the offsets list is when AMTA (41 4D 54 41) is declared. you can have a look at this picture as an example, taken from Doubutsugo_Base.bars
As you can see, the black lined is the AMTA's hashes, and the red lined is the offsets.
Let's take an example of one offset:
Code: 28 00 00 00 00 01 00 00
The first 4 numbers (28 00 00 00) represents an offset of AMTA, and the last 4 numbers (00 01 00 00) represents offset of BWAV. and both of them is read in reverse, in this case, the offset of AMTA will be at 0x28, and the offset of BWAV will be 0x100. This is handy when there's a case where the amount of AMTA is more than the number of BWAV the .bars file has. Want an example? get Doubutsugo_Ghost.bars (it has 36 AMTAs and 5 BWAVs [you need an update 1.4.0+ because that file was added in update 1.4.0]).
Quote:Have a look at this picture for an AMTA v5 example:
The version of AMTA is 5, so the structure is pretty much different from previous versions. To get the filename within AMTA v5, refer to the value on offset 0x24. in this case, it's 0x32, and therefore it's 0x24 + 0x32, equals 0x56. And therefore, starting from 0x56, that's where you get the filename for a BWAV pointed from the offsets in that .bars file
And so, to elaborate with both points, the filename from an AMTA specified on the offset is for the BWAV specified on the offset itself.
so from the code here: (28 00 00 00 00 01 00 00, taken from Doubutsugo_Base.bars), the filename from AMTA on offset 0x28 is for the BWAV file on offset 0x100
i'm terribly sorry if i'm bad at explaining...
Hi,
A couple of months ago I made this. Maybe it will come in handy.
https://github.com/McSpazzy/BarsExtract
It is strictly for ACNH bars files, most likely wont work with any other. It makes a lot of assumptions to keep the code complexity down, and to make it speedy.
RE: Ripping Animal Crossing New Horizon's sound files. - poniesmemes - 07-02-2022
(04-25-2021, 07:15 AM)McSpazzy Wrote: (02-04-2021, 03:10 AM)Grasterizer Wrote: alright
after looking at several .bars files for animal crossing new horizons, i come up with a few conclusions:
the .bars file structure is just the same, with a few interesting points:
Quote:A list of offsets of pointing AMTA and BWAV is exist. Finding them is actually easy. Start from offset 0x10 where there's a collection of AMTA hashes (they're in "DWORD" so it'll be "the amount of AMTA it has, multiplied by 4" [4 refers to "DWORD"]). The end of the offsets list is when AMTA (41 4D 54 41) is declared. you can have a look at this picture as an example, taken from Doubutsugo_Base.bars
As you can see, the black lined is the AMTA's hashes, and the red lined is the offsets.
Let's take an example of one offset:
Code: 28 00 00 00 00 01 00 00
The first 4 numbers (28 00 00 00) represents an offset of AMTA, and the last 4 numbers (00 01 00 00) represents offset of BWAV. and both of them is read in reverse, in this case, the offset of AMTA will be at 0x28, and the offset of BWAV will be 0x100. This is handy when there's a case where the amount of AMTA is more than the number of BWAV the .bars file has. Want an example? get Doubutsugo_Ghost.bars (it has 36 AMTAs and 5 BWAVs [you need an update 1.4.0+ because that file was added in update 1.4.0]).
Quote:Have a look at this picture for an AMTA v5 example:
The version of AMTA is 5, so the structure is pretty much different from previous versions. To get the filename within AMTA v5, refer to the value on offset 0x24. in this case, it's 0x32, and therefore it's 0x24 + 0x32, equals 0x56. And therefore, starting from 0x56, that's where you get the filename for a BWAV pointed from the offsets in that .bars file
And so, to elaborate with both points, the filename from an AMTA specified on the offset is for the BWAV specified on the offset itself.
so from the code here: (28 00 00 00 00 01 00 00, taken from Doubutsugo_Base.bars), the filename from AMTA on offset 0x28 is for the BWAV file on offset 0x100
i'm terribly sorry if i'm bad at explaining...
Hi,
A couple of months ago I made this. Maybe it will come in handy.
https://github.com/McSpazzy/BarsExtract
It is strictly for ACNH bars files, most likely wont work with any other. It makes a lot of assumptions to keep the code complexity down, and to make it speedy.
PLEASE COM PILE THIS SO I CAN USE IT AS AN EXE FILE!
I CANT DECOMPILE THIS!
|