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Old 26-09-2026, 06:18
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This is not zlib. Most likeley same as Alan Wake 2 because it's the same game engine.

Code:
Processing input: G:\Control Resonant

Streams: 156742
  - zlib = 6235 (0,02%)
  - png = 4 (0,00%)
  - kraken = 73 (0,01%)
  - wwise (vorbis) = 149988 (13,49%)
  - bink (v1i) = 1 (0,00%)
  - flac = 17 (0,00%)
  - leviathan = 74 (0,01%)
  - bink (v2j) = 241 (5,75%)
  - bink (v2n) = 64 (0,43%)
  - mermaid = 21 (0,00%)
  - zstd = 24 (0,00%)
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Old Yesterday, 01:21
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Quote:
Originally Posted by KaktoR View Post
^
This is not zlib. Most likeley same as Alan Wake 2 because it's the same game engine.

Code:
Processing input: G:\Control Resonant

Streams: 156742
  - zlib = 6235 (0,02%)
  - png = 4 (0,00%)
  - kraken = 73 (0,01%)
  - wwise (vorbis) = 149988 (13,49%)
  - bink (v1i) = 1 (0,00%)
  - flac = 17 (0,00%)
  - leviathan = 74 (0,01%)
  - bink (v2j) = 241 (5,75%)
  - bink (v2n) = 64 (0,43%)
  - mermaid = 21 (0,00%)
  - zstd = 24 (0,00%)
So can i use the "alan wake 2 " plugin ?
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Old Yesterday, 07:03
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Quote:
Originally Posted by hwang4 View Post
So can i use the "alan wake 2 " plugin ?
I don't know. Not tested. Busy with other things.
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Old Yesterday, 14:54
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Quote:
Originally Posted by KaktoR View Post
I don't know. Not tested. Busy with other things.
I think this is probably game specific?
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Old Today, 00:36
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Quote:
Originally Posted by KaktoR View Post
^
This is not zlib. Most likeley same as Alan Wake 2 because it's the same game engine.

Code:
Processing input: G:\Control Resonant

Streams: 156742
  - zlib = 6235 (0,02%)
  - png = 4 (0,00%)
  - kraken = 73 (0,01%)
  - wwise (vorbis) = 149988 (13,49%)
  - bink (v1i) = 1 (0,00%)
  - flac = 17 (0,00%)
  - leviathan = 74 (0,01%)
  - bink (v2j) = 241 (5,75%)
  - bink (v2n) = 64 (0,43%)
  - mermaid = 21 (0,00%)
  - zstd = 24 (0,00%)
Spinneret94

Sure, first you can extract the ogg using xtool like this:
xtool.exe precomp -mwwise+ogg -x"output" "Input.file"
You need to create the output folder before starting this! Input is your game file which contains the wwise vorbis audio, you can change it to the actual file name.

Then use xtool erase on the extracted folder to the game file:
xtool erase "Output\*" "Input.file" "Test.xtl"
Output is the extracted folder of vorbis, and input shall be your particular game file and the xtl is the small patch which will be used in future!
Then use oggre to compress the raw extracted files as usual.

Now to bring the back file to it's original state:
xtool decode "Test.xtl" "Output" "Input.file"
xtool will use the xtl file created earlier and the extracted folder of vorbis to put the files back into your Particular Game file!
PS: I don't have the game files myself so idk which of the files contains the wwise vorbis audio

I don't use Diskspan GUI anymore but there was a thing named callbefore and after batch..You have to use those to use the commands I explained to you


I would like to extend special thanks to Spinneret94 for the support provided; however, I was unable to succeed because I was trying to use DiskSpan_GUI.

Hello Kaktor, I would like to ask you to prepare a "DiskSpan_GUI" configuration for the game *Control Resonant*—using the best available compression methods—similar to the pre-made database setups you have created for other games in the past; this is because the standard compression tools found in game centers are unable to compress this game effectively.
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