Comments (5)
Edit: Just had someone help me fix my issue right now. Just needed to run this command line: xwbtool -s -o WaveBank.xwb -nc -f *.wav
Thanks for your help though.
from directxtk.
Can you provide an example of the command-line you are using?
from directxtk.
I just take the wav files and drag them onto the XWBtool exe. I did try using a command line a few times to see if that fixed the problem, but it didn't. I'm not tech-savvy, so hopefully this' what you're asking for:
C:\users<username>\Documents\XWBtool>xwbtool -o WaveBank.xwb C:\Users<username>\Documents\XWBTool*.wav
from directxtk.
All 'dragging' is going to do is create a WaveBank file .xwb
that contains a single .wav
file, which isn't really the purpose of the tool. It's intended to be used from scripts or a command-line.
You are not using the -f
option so the resulting wave bank does not have any 'friendly names' data which is suitable only when you only use index numbers. The 'friendly name' entries are just the filename of the wave file, so if you have named them all XWBTool<something>wav
they will all have that string.
https://github.com/microsoft/DirectXTK/wiki/XWBTool
Note that if the game you are trying to mod is really using legacy XACT engine, you will need to be careful about some of the options since you are working with the original reader code from circa 2010.
from directxtk.
Can you give me an example of how I should write the command prompt so that each wave file retains their names after exporting. I'm just trying to ensure I fully understand what I should be doing so I don't make stupid assumptions.
from directxtk.
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