In my quest to add music to radio stations instead of merely replacing them, I've ran into a problem I can't figure out. Each sound file is stored in a .bnk_pc file, combined with a reference in the table audio_syncs.xtbl. The .bnk_pc files have a header that lists the audio bank ID, and each entry in the databank includes a piece of binary data I can't decode. I was thinking that this was the mysterious <wwise_id> scattered about all the audio tables, but it's not. I've performed several full resource scans for any references to that binary data and it is only referenced in the bank file and the bank header in soundboot.vpp_pc. This poses a problem: Without knowing how audio data in the tables is referenced to the audio banks, I can't format the audio bank files for custom music. The audio bank files themselves are referenced by their in-file ID's in audio_banks.xtbl, but the the "ID"'s for the individual audio files themselves are never referenced anywhere else in the game's resources. The IDs in the tables all share references across files, but I can't find the meaning of these IDs.
tl;dr: cannot find what files the <wwise_id>'s in tables reference. Data in audio banks looked promising, but looks completely unrelated. Need to find something somewhere that links the two. I have some documentation on the .bnk_pc file in my packer code: https://github.com/ToadKing/bnk_pc_extr ... c_packer.c (.mbnk_pc is just a copy of the header of .bnk_pc)
tl;dr: cannot find what files the <wwise_id>'s in tables reference. Data in audio banks looked promising, but looks completely unrelated. Need to find something somewhere that links the two. I have some documentation on the .bnk_pc file in my packer code: https://github.com/ToadKing/bnk_pc_extr ... c_packer.c (.mbnk_pc is just a copy of the header of .bnk_pc)