Sorry about abandoning this project, but I feel like I should leave some reasoning, and formally mark it as abandoned.
* The audio quality of the non-cutscene files is simply too low to reencode anything worthwhile out of. Not for lack of trying, but trying to resample ~20khz audio just results in muddy garbage & unfortunately the cutscenes seem to be the only 44.1 native files.
* There were issues with playback of shorter files in the game like NPC barks, like getting cut off or double/triple playing. There are probably issues with the cutscene audio too, but because the files are significantly longer (each cutscene has 6 audio files; the whole scene with each voice option in one giant go) they weren't as obvious.
* The way I was reencoding audio cleaned up things in the human vocal range, but trashed things like engine noise and gunshots.
* There are deeper problems with the audio playback, like the aforementioned stereo issue.
* The increased size of the audiobanks was causing a marked decrease in game stability, resulting in crashes so often finishing missions became a challenge, while arguably being worse due to the above mentioned issues.
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And finally, I think the GoG version did something to make the audio a bit cleaner. I personally stopped using the files in the OP or any of the private indev versions I had. It's still not as good as the XBox version but it's not as horrific as I remember the steam version being. I should do a side by side comparison with the Steam version if I ever get it to run again without crashing almost immediately.
* The audio quality of the non-cutscene files is simply too low to reencode anything worthwhile out of. Not for lack of trying, but trying to resample ~20khz audio just results in muddy garbage & unfortunately the cutscenes seem to be the only 44.1 native files.
* There were issues with playback of shorter files in the game like NPC barks, like getting cut off or double/triple playing. There are probably issues with the cutscene audio too, but because the files are significantly longer (each cutscene has 6 audio files; the whole scene with each voice option in one giant go) they weren't as obvious.
* The way I was reencoding audio cleaned up things in the human vocal range, but trashed things like engine noise and gunshots.
* There are deeper problems with the audio playback, like the aforementioned stereo issue.
* The increased size of the audiobanks was causing a marked decrease in game stability, resulting in crashes so often finishing missions became a challenge, while arguably being worse due to the above mentioned issues.
----------
And finally, I think the GoG version did something to make the audio a bit cleaner. I personally stopped using the files in the OP or any of the private indev versions I had. It's still not as good as the XBox version but it's not as horrific as I remember the steam version being. I should do a side by side comparison with the Steam version if I ever get it to run again without crashing almost immediately.