Introduction to Audio Editing
Format and Location
Section titled “Format and Location”Persona 4 Golden (PC) generally stores its audio as unecrypted HCA files packed inside AWB file. AWB files are sometimes accompanied by a corresponding ACB file. For the purposes of audio modding, you will generally only care about the AWB file.
Audio is stored in the following locations:
- Music, event SFX, ambience, etc.:
data.cpk/sound/adx2/bgm/snd00_bgm.awb
- English specific audio is stored in
data.cpk/sound/adx2/bgm_en/snd00_bgm.awb
- P4G’s TV listing audio (interviews, hidden Teddie audio) is also stored in this file.
- English specific audio is stored in
- Event voice lines:
- Japanese:
data.cpk/sound/adx2/v...
- English:
data.cpk/sound/adx2/en/v...
- Japanese:
- Event generic voice lines:
- Japanese:
data.cpk/sound/adx2/commu.awb
- English:
data.cpk/sound/adx2/en/commu.awb
- Japanese:
- Navi voice lines:
- Japanese:
data.cpk/sound/adx2/btlhlp_k
(Teddie),data.cpk/sound/adx2/btlhlp_r
(Rise) - English:
data.cpk/sound/adx2/en/btlhlp_k
(Teddie),data.cpk/sound/adx2/en/btlhlp_r
(Rise)
- Japanese:
- Battle SFX:
data.cpk/sound/adx2/comse/snd04_comse.awb
- Battle voice lines:
- Japanese:
data.cpk/sound/adx2/btlmem.awb
- English:
data.cpk/sound/adx2/en/btlmem.awb
- Japanese:
- Battle grunts: stored within model PAK files
- Japanese:
data.cpk/model/pack/<model>.pac/<model archive>.se/<model archive>.acb
- English:
data.cpk/model/pack/<model>.pac/<model archive>.se/<model archive>_e.acb
- Many of the character model files are documented here.
- Japanese:
Playing and Extracting Audio
Section titled “Playing and Extracting Audio”foobar2000
Section titled “foobar2000”foobar2000 with the vgmstream plugin is the recommended tool for opening P4G’s audio files. It can directly open AWB and HCA files.
Additionally, audio within archives can be converted to common audio formats such as WAV by right clicking and selecting Convert.