EvilEngine/Sound Format: Difference between revisions
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===GameCube (
In those games, the SNDI contains not only the sound headers but also the entirety of the sound files themselves.
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! Offset !! Type !! Variable !! Description
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| 0x00 || [[AssetID]] ||
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| 0x04 ||
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| 0x08 ||
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| 0x0C || int || '''pFSBFileArray''' || ''null''
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| 0x10 || int || '''pWavInfoArray''' || ''null''
| 0x1A || short || firstFSB3soundCount || Amount of sounds in the first FSB3 of the SNDI▼
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| 0x14 || int || '''pCutsceneAudioHeaders''' || ''null''
|-
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|-
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|-
▲|
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| 0x1E || byte || '''nFSBFiles''' || Amount of FSB3 files
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| 0x1F || byte || '''nCutsceneAudioHeaders''' || Amount of cutscene sounds in file. '''The values related to cutscene files are not addressed in the description below yet.'''
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! Offset !! Type !! Variable !! Description
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| 0x00 || int[
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After this, we have [[#SNDI Header|'''
=====gcWavInfo=====
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x00 || [[
|-
| 0x04 || byte ||
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| 0x05 || byte ||
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| 0x06 || byte ||
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| 0x07 || byte ||
|}
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| 0x1C || byte[16] || Padding ||
|}
===Playstation 2===
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! Offset !! Type !! Variable !! Description
|-
| 0x00 ||
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After that, there are two consecutive arrays of SNDI entries: one for the SND and one for the SNDS. Each SNDI entry is 0x30 bytes long and is a [http://www.psdevwiki.com/ps3/Multimedia_Formats_and_Tools#VAG VAG header]. The reserved space at 0x8 in the header contains the sound's [[Asset ID]].
====VAGHeader====
{| class="wikitable"
! Offset !! Type !! Variable !! Description
|-
| 0x00 || char[4] || '''id''' || "VAGp"
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| 0x04 || uint || '''version''' ||
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| 0x08 || uint || '''assetID''' || Asset ID of SND/SNDS
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| 0x0C || uint || '''data_size''' ||
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| 0x10 || uint || '''frequency''' ||
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| 0x14 || uint || '''streamInterleaveSize''' ||
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| 0x18 || uint || '''streamInterleaveCount''' ||
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| 0x1C || uint || '''reserved2''' ||
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| 0x20 || char[16] || '''name''' ||
|}
{{Assets}}
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