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 Post subject: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 1:44 pm 
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The graphical assets are easily enough extracted using HAMM97 or any other HOG editor. But then there are the sounds, many of which are quite different from those in the finalized D2, and quite interesting too. It's impossible to extract those with DTX2 or DTX, as it doesn't recognize d2demo.PIG as a valid file. The structure is very similar to that of Descent 1 too, probably a coding leftover from their "CD-Enhanced Descent" phase.

Any suggestions?

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 2:07 pm 
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I seem to remember a lot of those sounds (and D1 sounds) in the .S11 file...
In DTX2, just open the default sound editor and select the 11kHz (or whatever) option on the left.

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 4:01 pm 
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Not all of them are there. And there is no S11 file for the Interactive Demo itself.

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 4:28 pm 
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It's the D2 .S11 file, not one for the ID...

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 5:24 pm 
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LightWolf wrote:
It's the D2 .S11 file, not one for the ID...


And I said I wanted the sound files from the Interactive Demo. Geez.

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 5:35 pm 
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Just listen to the sounds in the .S11, and notice the striking similarity to the demo.

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sat Jan 28, 2017 5:40 pm 
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LightWolf wrote:
Just listen to the sounds in the .S11, and notice the striking similarity to the demo.


I am well aware. But there are numerous sounds that are still absent from the finished product, but were in the demo. You're not helping.

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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sun Jan 29, 2017 12:03 pm 
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I guess it depends whether anyone's published specs for the file format (DNet maybe?) or you feel like trying to reverse-engineer them. Either way I suspect some amount of coding would be necessary.


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 Post subject: Re: Is there a way to extract Interactive Demo sounds?
PostPosted: Sun Jan 29, 2017 2:26 pm 
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Sirius wrote:
I guess it depends whether anyone's published specs for the file format (DNet maybe?) or you feel like trying to reverse-engineer them. Either way I suspect some amount of coding would be necessary.


Well, it was just a thought. I find some of the sounds to my liking, they sound amazingly retro but cool at the same time. Notice for example the Helix firing sound. It was actually toned down for the final release because it might have been too attention-grabbing.

As for the file format, I think it's very much like the D1 one (or at least I suspect so), so D1 software should be sufficient to mess around with the contents. But as said before, DTX for example requires all files to be "legit D1", which may or may not be a simple flag issue.

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