EvilEngine/JAW: Difference between revisions

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Seil moved page JAW to EvilEngine/JAW
Battlepedia>Seil
(Created page with "A '''jaw data table''' defines the lip-sync movement for the player/NPCs to use when speaking voicelines. It maps one or more sounds to an array of open/close...")
 
m (Seil moved page JAW to EvilEngine/JAW)
 
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<onlyinclude>
{{#vardefine:typeid|JAW}}<nowiki/>
{{#vardefine:name|Jaw Data Table}}<nowiki/>
{{#vardefine:type|[[Binary]]}}<nowiki/>
{{#vardefine:basetype|}}<nowiki/>
{{#vardefine:games|BFBB TSSM ROTU}}<nowiki/>
{{#vardefine:sourcecode|[https://github.com/bfbbdecomp/bfbb/blob/master/src/Core/x/xJaw.h xJaw.h]}}<nowiki/>
{{#vardefine:image|}}<nowiki/>
</onlyinclude>
{{AutoAssetInfobox}}
 
A '''jaw data table''' defines the lip-sync movement for the player/NPCs to use when speaking voicelines. It maps one or more [[Sound Format|sounds]] to an array of open/close mouth positions, which can be generated from the waveform of the sound itself.
 
==Format==
The asset data starts with an int which defines the amount of entries in the jaw data table, then a directorytable containing each entry's offset and size. Each directorytable entry has the following format:
 
===xJawDataTable===
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x00 || [[AssetID]] || '''soundHashID''' || ([[SND|Sound]]/[[SNDS|Streaming Sound]]) || '''Sound'''
|-
| 0x04 || int || '''OffsetdataStart''' || Offset of jaw data (relative to end of directory)
|-
| 0x08 || int || '''SizedataLength''' || Size of jaw data (in bytes)
|}
 
After the directorytable are the entries themselves. Each entry is 4-byte aligned and padded with null (0) bytes. The offsets in the directorytable are calculated based on this alignment, and the sizes do not include the padding. Each entry has the following format:
 
{| class="wikitable"
! Offset !! Type !! Description
|-
| 0x00 || int || '''Length''' of jaw data in frames (?) (sizedataLength - 4). This is little-endian on all platforms.
|-
| 0x04 || byte[Length] || '''Jaw data'''. Each byte represents the speaker's mouth position at the current point in time, from 0 (fully closed) to 255 (fully open).
|}
 
{{Assets}}
{{AutoGameNavs}}
 
[[Category:Asset]]