Xtract Tomb Raider WAVs (XTRWAVs) © 1998 Eep˛ (eep@tnlc.com) Tomb Raider Website (Level Editor News/Info & Comparisons Between TR1, 2, & 3): http://tnlc.com/eep/tr/ Thanks to Jon Skeet (jls20@hermes.cam.ac.uk) for source code. Introduction ~~~~~~~~~~~~ XTRWAVs will extract the sound effects used in the Tomb Raider series of games. It was originally created to extract the sounds from Tomb Raider 2, but it can get them from Tomb Raider 1 and Unfinished Business (with a little work), and Tomb Raider 3 (as easily it can from Tomb Raider 2). History ~~~~~~~ 11/25/98: As with the Tomb Raider 3 demo, XTRWAVs extracts the sounds from the full version as well. Tomb Raider 3 section added. 11/5/98: Name changed from "Xtract Tomb Raider 2 WAVs" (XTR2WAVs) to "Xtract Tomb Raider WAVs" (XTRWAVs). With the release of the Tomb Raider 3 demo, the sound effects file format is the same. Edited this file. 4/23/98: Original release date. See http://tnlc.com/eep/tr/#history for more detailed history. Usage ~~~~~ XTRWAVs reads a file and extracts from the first "RIFF" to just before the next "RIFF" to a file with a WAV extension. The WAVs are just "stacked" on top of each other so they are easily extractable. To use XTRWAVs, go to a DOS prompt, where xtrwavs.exe is located, and type: xtrwavs [path] [#] Brackets ([]) are not to be typed and only mean the value inside is optional. "path" is the location of "", in case "" isn't located in the current directory. "" (<> are not to be typed) is the file containing the RIFF WAVs ("main.sfx" or a PHD/TUB file—see below). "#" is the number of the specific WAV to extract. Individual or all WAVs can be extracted. The WAVs extracted will be named "#.wav". Extraction ~~~~~~~~~~ Tomb Raider 2 ------------- sound file location/name: data\main.sfx (on the CD-ROM, usually) WAV #s: 1-408 total size: 7,776K format: RIFF-Wave encoding: PCM sampling frequency: 11,025Hz sampling rate: 16-bit channels: monoaural Refer to tr2wavs.txt for #, size, and description (incomplete) of each WAV. Tomb Raider 3 Demo (India) -------------------------- Tomb Raider 3's demo's sounds are just like Tomb Raider 2's sound file location/name: data\main.sfx {wherever the demo was installed [C:\Program Files\Core Design\Tomb Raider III (Demo), by default]} WAV #s: 1-127 total size: 2.92MB Tomb Raider 3 ------------- sound file location/name: data\main.sfx (on the CD-ROM, usually) WAV #s: 1-414 total size: 11.1MB format: RIFF-Wave encoding: PCM sampling frequency: 22,050Hz sampling rate: 16-bit channels: monoaural Tomb Raider 1 & Unfinished Business ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ XTRWAVs will also extract WAVs from Tomb Raider 1's levels (PHD files) and Unfinished Business' levels (TUB files), but it wasn't created to so it needs a little work to do it: 1. Make a copy of the PHD or TUB file you want to extract WAVs from. 2. Using a binary/hex editor, delete everything up to the first instance of "RIFF" you find. 3. Save from that "RIFF" to the end of the PHD or TUB file. 4. Run xtrwavs with the PHD or TUB filename (i.e. "xtrwavs title1.phd") instead of "main.sfx" (see "Usage", above). You can extract specific WAV #s as well but I don't have them organized yet so no trwavs.txt and trubwavs.txt are included with XTRWAVs at this time. WAV #s: unknown (there are many duplicates) total size: unknown (depends on PHD file) format: RIFF-Wave encoding: PCM sampling frequency: 11,025Hz sampling rate: 8- or 16-bit (depends on PHD file) channels: monoaural The Future ~~~~~~~~~~ XTRWAVs is pretty crude and I would like it to be more like WarCraft ]['s Sound Effects Editor, which can extract specific WAVs (but not all at the same time) and allow you to replace them with other ones, allowing for customization and personalization of WarCraft ][ sounds. I think having this functionality in Tomb Raider would make it that much more interesting. If you are a programmer and would like to create such a program for Tomb Raider, please contact me at the above email address.