I know this is a huge bump, but I just wanted to share my experience.
Some time ago, I read this forum post, and helped me alot in getting to the point were you have the xwb_pc files. From here I was stuck, until, as a last ditch effort, I tried Audacity.
It worked, easier than I thought.
You can import the xwb_pc files by going to File > Import > Raw Data, then the parametres are:
Signed 16-bit PCM, Little Endian, 2 Channel Stereo, 0 Offset bytes, 100% import, 44100Hz.
This is the same for all the mus_XXX.xwb_pc. For other files, It does work, kind off. For the weapons sounds (wep_rfg.xwb_pc) it mostly works, even if some sound effects sounds quite bad, but for the rest of the files (voices, other sound effects) its basicly unplayable, you might discern a voice, a sound effect, but it is heavily distorted. I havent fiddle with all the settings avaible with Audacity, so it is still possible to make it audible.
In anycase, in regards to the music, apart from the mus_briefings, mus_multiplayer, mus_frontend and mus_sting.xwb_pc, the rest of the music is segmented in chunks of music, which you will need to edit it together with audacity.
For example, mus_progression_01 (1:57:17 hours of audio), has segments of Uprising Ambience, Uprising Combat, the individual mission OST (Mission Final, Evade, etc), BUT it also has audio not released in the OST, most importantly the eerie ambiental music you normally hear (different from Uprising Ambience, there are some youtube videos of it, probably recorded in-game) and extra segments not used in the released OST.
As I said, the music is segmented, for example, Uprising Ambience has 25 segments, while Uprising Combat has 59 segments. 27 for the COMBAT_LIGHT (YELLOW alert) and 32 for the COMBAT_HEAVY (ORANGE and RED alert). This is not counting the TRANSITION segments, for example, the beginning of Uprising Combat, the first seconds is a transition segment that goes from the ambience to the combat, and also the transitions between the light combat to the heavy combat.
Also included are some segments from the COMBAT_LIGHT/HEAVY not included in the OST, and also the COMBAT_LULL, which are segments played while still in Yellow/Orange/Red alert, but haven't fought for a while, so the alert degrades until the green alert.
The names that I use, like COMBAT_LIGHT and the like, are from the mtbl files you extract with the xwb_pc files. By changing the extension from .mtbl to .txt, you can use a notepad to access a markup language type file (kinda like XML), with which the most important part are at the bottom, from where you will extract the name of each segment and how they are connected with each other. I.E
<CLIP>
<NAME>MUS_PROG1_COMBAT_LIGHT_01</NAME>
<TEMPO>120</TEMPO>
<INTEGRAL_BEATS>4</INTEGRAL_BEATS>
<CUE_NAME>MUS_PROG1_COMBAT_LIGHT_01</CUE_NAME>
<STATE>MUS_PROGRESSION_01_COMBAT_LIGHT</STATE>
<LOOP>0:0</LOOP>
<WEIGHTED>5:MUS_PROG1_COMBAT_LIGHT_02</WEIGHTED>
<WEIGHTED>5:MUS_PROG1_COMBAT_LIGHT_01A</WEIGHTED>
</CLIP>
NAME/CUE_NAME is self-explanatory.
TEMPO and INTEGRAL_BEATS I just ignore.
STATE is, as it implies, the state where this segments play in, in this case, COMBAT_LIGHT (yellow alert).
LOOP, it seems that some segments can be looped (they have different values as opposed to 0:0) but haven't tried it, might in the future.
WEIGHTED, this basicly means the next segment that can be played after this one. This opens up so many variations that you can make, being the UPRISING COMBAT from the OST only one variation (this also the same with the transition segments, as there are bunch of different ones with different combat segments "weighted" in.
Only one of these "weighted" segments can be played, I.E, if we choose MUS_PROG1_COMBAT_LIGHT_02 as our next segment to be played after MUS_PROG1_COMBAT_LIGHT_01, then the next segment must be a "weighted" segment from MUS_PROG1_COMBAT_LIGHT_02.
As a side note, if you only use the first weighted segments, you will get the exact same variation as the OST. Also, the mus_dust/oasis/parker.mtbl files are of no use, at least for me, instead of using names like MUS_PROG1_COMBAT_LIGHT_01, it uses names like MUS_DUST_YELLOW_1. I am not sure if its actually different from the other mtbl files apart from the names, but I haven't used it so.
So, with Audacity, the mus_XXX_xwb_pc and the mtbl, you can extract, assemble and listen the whole RF:G music. It will take some patience and some knowlegde of Audacity, but it is well worth it if you want all the music.
Some tips and instructions to help you out:
1.In every mus_XXX.xwb_pc, the segments have a tick just at the beginning of each segment (a perk from importing raw data , who knows how the audio data will be imported in
). Just zoom in, drag select, delete.
2.For the most part, the order of the segments in audacity is numerical (as in, MUS_PROG1_AMB_MELODIC_01 is the first segment in the audacity, MUS_PROG1_AMB_MELODIC_02 is the second, etc). There are some exceptions, but you can hear them out and correctly give its name.
3.Should first identify the group of segments pertaining to certain states (I.E as said before, the 27 segments from the MUS_PROG1_COMBAT_LIGHT state) and make timestamps in a notepad. Also, make sure the number of segments of each state is the same number as in the corresponding mtbl files, which includes the mus_progression_XX(01, 02, 03) and mus_progression_XX_XXX(day, night, marauder). In the case of progression_01.xwb_pc, also includes the mus_mission_XXX.mtbl files.
4.Knowing the last three tips, extract the segments by STATE (as in, first extract all the MUS_PROG1_AMB_MELODIC, then the MUS_PROG1_AMB_NEUTRAL, etc). I've extracted each segment individually, so I can name them also individually. Helps when I want to assemble them to a single track.
Hope this helps people who wanted the whole soundtrack of this wonderful game.
And lastly, wanted to thank this website, I wouldnt've found the tools I initially needed to get the xwb files if it weren't of this website, and for the other mods uploaded.