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.
A .NET library and CLI tool for reading and converting Wwise soundbank (.bnk) files across the three Wwise versions found in Diesel engine titles: version 88 (2013), 113 (2015), and 145 (2022). It parses the major section headers—BKHD, STMG, DATA, DIDX, HIRC, ENVS, STID—and within HIRC handles a broad set of object types including Actions, Actor Mixers, Attenuations, Audio Devices, Buses, Events, FX Share Sets, Layer Containers, Music Random Sequence Containers, Music Segments, Music Switches, Music Tracks, Random Sequence Containers, Sounds, and Switch Containers.
The converter migrates soundbanks from an older version to a newer one so assets authored against an older Wwise SDK can be loaded by a newer Diesel build. The library exposes an in-memory object model inspectable via any IDE's object inspector, and an accompanying ImHex pattern is provided for raw binary exploration. Format reading was written using bnnm's wwiser as reference.