Unfortunately, no. Different games uses different audio formats and store the audio files in different locations. For most Unreal Engine based games (which RE is not) my approach is typically to search for the audio files using Fmodel ( https://github.com/4sval/FModel ), extract them using Fmodel, look at them in a hex editor, and see whether i can figure out what type they are and based on that how to extract.
Wait.. can you separate the audio tracks and then remux them into the MP4 pre-rendered cutscenes (prologue and ending cinematics) - the same uasset. Because the MP4 pre-renders actually doesn't have an audio track, and thus the audio plays separately from the video, and cannot sync. In other words if you have any bit of lag, you start losing sync.
My fix has been to downscale those cutscenes (because they were only available in 4K, at a bitrate of 20MBps (20,000 KBps) lol)
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This looks amazing, but I can't seem to find my audio folder, the Mercury folder only contains the Core and the Paks folder for me. Help?
Then use quickbms with the script from this mod to get the individual wem files.
Is there a universal way to extract audio files sound effects/music from other games?
Say Resident Evil games?
If yes, how?
For RE specifically, you can extract audio by following this tutorial:
https://residentevilmodding.boards.net/thread/10211/method-audio-modding
Once your audio is extracted, I find that foobar ( https://www.foobar2000.org/ ) with vgmstream component (https://www.foobar2000.org/components/view/foo_input_vgmstream ) will often play them.
My fix has been to downscale those cutscenes (because they were only available in 4K, at a bitrate of 20MBps (20,000 KBps) lol)