I've been trying to get the music from the GRAW demo. (There is no way I can get that game w/o a new video card. Even now its a little choppy with all ATI and game settings on low.) Does anyone know if there is a BANK file extractor for the music? I found one for a BNK file extractor, I searched the web and said they were both the same files, but the download for that extractor was long gone, doing some searching it's been out since atleast 2004. I can't find one anywhere. Can anyone give me some help?
Hi dude, I've got the full PC version of the game so not entirely sure if this works for the demo as well, but here's what I did to get the music. First off you need to go and download a copy of RAD Video Tools. http://www.radgametools.com/bnkdown.htm
Once you've downloaded and installed that, open it. Then locate the .bank file in question and click the Bink it! button in the bottom left. Then click convert and this creates a .bink video which you can watch/listen to with the bink viewer that you also just installed.
If you then want to convert it into a .wav file to listen to with a normal media player, you need to select the .bink video file you just made and this time choose the convert a file option. It should default to .wav, you choose a save location et voila!
I've done all of the things you've listed already, yet I can only get one song out. It says it doesn't have a valid "fact" chuck, and the number of samples can't be accurately determined.
Yeah I realised that I could only get one song out that way too. Since then I've stumbled across a program which you can download at http://www.watto.org/extract. It's not the most intuitive program to use, but basically locate the bank file in question, drag and drop it to the main part of the screen and it should display all the sound files within it. You can then extract all the files to the same location as where the source file is (default) or specify somewhere else to put them.
You're not actually going to find proper songs in there but instead three second clips of music that the game then stitches together dynamically to allow a sound track that changes with the action on screen. It's a technique that Ubisoft seem to like to use and you can see it work really effectively in the last two Splinter Cell games as you approach an enemy. The music will reach a crescendo as you draw near to them, and then fade away again as you walk away from them, mimicking the added tension of being really close to an enemy.
So basically you'll need to string the sound clips together that you like into some kind of coherent sequence, and then record the lot. For that you're going to need some kind of sound editing/recording software such as the kind that comes with Nero. It's a solution but not necessarily as simple as you and I were hoping it to be!