Doppler
Standalone Doppler reads the local EVE Online game client, locates all Wwise sound banks (.bnk) and loose Wwise media (.wem) in the shared cache, and exports them to a folder of playable MP3 or WAV files. It covers embedded bank streams, loose WEM resources, every language voice bank, music, UI, ambience, ship, weapon, and turret audio.
The tool downloads portable runtime dependencies (Node.js, vgmstream-cli, FFmpeg) into its own directory on first run, requires no admin access, and does not modify the game client. Output is resumable, grouped by source bank and authored client path, and accompanied by a JSON/CSV manifest and failure log.
Exports are configurable via command-line flags for format (MP3/WAV), bitrate, worker count, output path, and more. A full 320 kbps MP3 export of the current EVE client produces roughly 9.5 GiB across ~20,000 files.
Rewwise is a CLI toolset for extracting and repacking Wwise .bnk soundbanks from FromSoftware titles (Elden Ring, Armored Core 6, Nightreign). It converts a .bnk file into a folder of .wem audio files plus a soundbank.json describing the event routing, bussing, music looping, and other bank metadata. Editing the folder contents and dragging it back onto the tool recreates a .created.bnk ready for use with ModEngine2.
The extracted .wem files can be played or converted with vgmstream. Injecting custom audio requires encoding to .wem first, which still requires Wwise Studio itself. The soundbank.json gives readable access to the internal Wwise object graph, making it useful for understanding how audio events are wired without a full Wwise project.
DCSS Remastered Audio retrofits the native, unmodified Dungeon Crawl Stone Soup Windows Tiles executable (x86, 0.34) with an adaptive soundtrack and overlapping sound effects. It works by replacing winmm.dll with a proxy DLL that intercepts sndPlaySoundW calls, forwarding audio events and state-change marker paths over a named pipe to a Python/pygame-ce Audio Director process that runs a multi-channel mixer with per-branch crossfades and HP-based ducking.
The approach requires no source code changes and no recompilation. Game state (current branch, HP, events) is extracted via a sandboxed Lua ready() hook that calls crawl.playsound() with marker filenames — the proxy reads the filename rather than playing it, maps it to a mixer command, and the Director responds accordingly. SFX are synthesized locally via make_sfx.py; CC-BY music (Kevin MacLeod) is fetched from an external source at setup time via fetch_music.py.
A companion graphics layer extends the same architecture to video post-processing: a second proxy DLL (opengl32.dll) IAT-hooks gdi32!SwapBuffers and reads a shared-memory block written by the same Director process, applying GLSL fragment shader effects (color grading, vignette, bloom pulses) keyed to game state — all without touching the game binary.
DeciWaves
Standalone DeciWaves parses the proprietary archives of Decima-engine PC titles you legally own, extracts every recorded voice line it can identify, attaches speaker and subtitle metadata where derivable, reorders lines into story sequence, and encodes the result as MP3 reels playable like an audiobook. Nothing is fetched remotely and nothing in your install is modified — the tool operates read-only and produces output entirely from your local disk.
Each supported game has a distinct extraction pipeline. Death Stranding uses the Decima resource tree directly and needs no GPU. Horizon Zero Dawn uses content fingerprinting to bind clips to subtitle rows, falling back to on-device WhisperX ASR (CUDA required) only for ambiguous collisions, capped by default at 300 buckets to keep runtime manageable. Horizon Forbidden West extracts and ASR-transcribes clips, then matches them to in-game subtitles; full speaker labels and story ordering require bring-your-own inputs (a Decima type map and a gamescript) that the repo does not ship.
DeciWaves ships as a Python package with both a desktop GUI and a CLI. External decode tools (vgmstream-cli, VGAudioCli, ffmpeg, the Oodle DLL from your install) are fetched or located by the setup command. The tool is not affiliated with Guerrilla Games, Kojima Productions, or Sony Interactive Entertainment, and its output is intended for personal use only.