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Really weird sound


Karpet

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In TibEd (I'm going to get a lot of hate  :P)I found a sound that, in the game files is called invul and it's really weird. I've never ever heard it, does anyone know what it is?

 

I think it's called INVUL2, I don't know. If its not that, try some other single digit number.

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  • 2 weeks later...

Yeah. I got that. It's a 2-disk edition, one disk being the normal RA soundtrack (though, without the Surf No Mercy bonus track), the other is music from other artists.

 

As for that helicopter sound... open the DOS C&C sounds.mix with XCC mixer.

 

There's a 13 mb version of the DOS GDI CD (I stripped the vids and music) on my site, here:

http://nyerguds.arsaneus-design.com/isos/GDI-DOS-lite.rar

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There's another aud in there, with id D361F5EC. Unfortunately, I have no clue how that one starts. The fact I correctly guessed that last one started with "HELI" reduced the brute forcing from eight to four characters, which barely takes 5 seconds to go over. The full eight characters, however... well, times go up exponentially per character O_o

 

And that's with me betting on the extension being ".AUD". If it's not, well, 11 characters would take weeks I guess.

 

Anyway, currently brute-forcing it :)

 

---

 

By the way, for anyone interested, the tool can be found here:

http://nyerguds.arsaneus-design.com/project_stuff/2014/CnCMixNameFinder/

 

Options:

Name ID: needs the hex ID as xcc mixer displays it.

Start of name / End of name: parts of the name you might know. For example, I put "HELI" in there for the start to speed up the generation for that HELIDOWN.AUD since I was fairly sure it'd start with that. A lot of AUD files also have names ending on "1". Obviously, if your start + end parts together are longer than the given maximum length (see below), the generator won't do anything. It will however check the resulting filename if the start + end parts together are exactly the maximum length, even if nothing is ever generated to add in between them, and test if that is the given ID.

Extension: You have to set the extension at the moment. There's no way currently implemented to brute force that as well.

Minimum length: the minimum length for the filename part to generate. This is of the WHOLE filename part, including the given start and end pieces, so maximum 8 characters. It'll decide internally what that means for the actual piece it needs to generate.

Maximum length: the maximum length for the filename part to generate. Same rules as the minimum length. Obviously needs to be bigger than the minimum length.

Use alphabet characters only: this options limits the generator to just A-Z characters (the name ID algorithm is case insensitive, btw). This leaves the numbers, "-" and "_" out of the generation process. This speeds up the generation, but isn't as thorough. Would be handy if you suspect a filename indeed just being purely alphabetical and maybe ending on "1", since then putting "1" as "End of name" will still be a lot faster than going over an additional 12 characters.

Find all matches: Keep generating after finding a match. When doing fully-fledged brute forcing without knowing any part of the name, this is strongly advised, since unlike hashing algorithms like MD5, the C&C ID encoding algorithm very often does NOT give unique IDs.

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Found a match on "AAATIV.AUD". I wonder if it's the right one... gonna expand that tool further to allow getting multiple matches, and I hope I can somehow set a starting point for the brute force generation.

[edit]

Ugh, this is generating dozens hundreds of strings once it gets at a length of 6.

Some of the more interesting ones so far:
CRATE4.AUD
DHATCH.AUD

It's probably the crate one... though it's odd because there are not CRATE1 - 3 sounds.

[edit]

Nope, not the crate one; the .juv version in zounds.mix doesn't match that. Scratch that, I apparently mistyped the ID  O_o

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In zounds.mix:

1834FDD7 - HELIDOWN.JUV
81EA0B15 - HELIUP1.JUV

Hmm, maybe if I find the corresponding juv of the mystery sound I'll find out what it is :D

Also, updated tool is uploaded, with added generation start length, and the ability to generate beyond the first match.

[edit]

aud.mix also has a bunch of unidentifieds in XCC Mixer, but they're actually all in setup.exe, so not hard to find...

CMPTALK2.AUD
CMPTALK3.AUD
CMPTALK4.AUD
CMPTALK5.AUD
FINISH1.AUD

 

I'm currently using a dirty hack into my own program (:P) to generate strings for that mystery sound and match them to both the .juv and the .aud version in one run. From what they sound like they certainly seem like the same thing.

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I think the reason they were disabled is because they're really fricking long :P

I once re-enabled the tree burning sound. It just got annoying.

Anyway... it seems I just brute-forced an entire weekend for nothing, since I misspelled the ID of the .juv version of the file. To make matters worse, when I corrected that, it gave the exact same hundreds of matches as the .aud did. Bah.

I'm just going to conclude it's most likely CRATE4.AUD/JUV.

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Interesting, I always wondered how that global mix database.dat from XCC Mixer was filled with values. Great work with your reverse engineering and decrypting efforts.

 

there's loads of unused/infrequently occuring sounds in the mix files

including a few water sound effects and other stuff

 

What are the names of the water sound effects in Tiberian Dawn?

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On 2/3/2014 at 6:03 PM, Matt said:

Interesting, I always wondered how that global mix database.dat from XCC Mixer was filled with values. Great work with your reverse engineering and decrypting efforts.

Well most filenames are just taken from the exe file. But I did wonder how XCC knew previously unknown filenames like the unused infantry decay animations in C&C1, and the Nod score and map theme.

Turns out Olaf also wrote himself a little brute force app to figure that stuff out when he researched the filenames :P

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  • 1 month later...

Ugh, this is generating dozens hundreds of strings once it gets at a length of 6.

Some of the more interesting ones so far:

CRATE4.AUD

DHATCH.AUD

 

It's probably the crate one... though it's odd because there are not CRATE1 - 3 sounds.

By the looks of how some of the sound files are named in C&C and RA, the numbers might not represent an actual sequence of multiple sounds that are used in the game, but rather it represents the number of "takes" in recording the same sound. So for example with the above crate sound, take #4 was apparently selected as the most appropriate version of that sound. (Alternately those might have been not "takes" per se but maybe they just took random sounds from a sound library that could be useful, and then selected some of them for use in the game.)

 

That's entirely my speculation though, but this is the impression I got from the file names in C&C and RA.

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  • 1 year later...

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