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 mouth positions, which can be generated from the waveform of the sound itself.

JAW
Jaw Data Table
TypeBinary
Games usedBattle for Bikini Bottom

The SpongeBob SquarePants Movie

Rise of the Underminer
Source codexJaw.h

Format

The asset data starts with an int which defines the amount of entries in the jaw data table, then a directory containing each entry's offset and size. Each directory entry has the following format:

Offset Type Description
0x00 AssetID (Sound/Streaming Sound) Sound
0x04 int Offset of jaw data (relative to end of directory)
0x08 int Size of jaw data (in bytes)

After the directory are the entries themselves. Each entry is 4-byte aligned and padded with null (0) bytes. The offsets in the directory are calculated based on this alignment, and the sizes do not include the padding. Each entry has the following format:

Offset Type Description
0x00 int Length of jaw data in frames (?) (size - 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).