EvilEngine/Sound Format
This page contains information on how sounds and music are stored in the games.
Sounds are usually contained in SND and SNDS assets, with the SNDI asset containing information about them. Each HOP file (sometimes the HIP) contains multiple SND and SNDS assets and one single SNDI asset. There doesn't seem to be an internal difference between SND and SNDS other than being stored as different assets; sound effects are usually in SND and voice lines and music are usually in SNDS.
SND/SNDS Format
SND/SNDS | |
---|---|
Sound/Streaming Sound | |
Type | Binary |
Games used | The Incredibles |
GameCube
In Scooby-Doo: Night of 100 Frights and Spongebob Squarepants: Battle For Bikini Bottom, SND and SNDS are a GameCube DSP audio file stripped of its 0x60 byte header: all of a level's sound headers are kept separate in the single SNDI asset.
In The Spongebob Squarepants Movie Game, The Incredibles and Rise of the Underminer, the SND and SNDS assets are empty, and instead, all of the sounds are contained entirely in the SNDI asset.
Xbox
The audio format on the Xbox version of all 5 games is either raw IMA ADPCM, or raw 16-bit Linear PCM stripped of its *.wav header: all of a level's sound headers are kept separate in the single SNDI asset.
Playstation 2
The audio format on the PS2 version of all 5 games is a PS2 VAG sound file stripped of its 0x30 byte header: all of a level's sound headers are kept separate in the single SNDI asset.
SNDI Format
SNDI | |
---|---|
Sound Info | |
Type | Binary |
Games used | The Incredibles |
GameCube (Night of 100 Frights/Battle For Bikini Bottom)
The SNDI has a 0xC or 0x10 byte header:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | int | amount of SND | Amound of headers for SND assets. |
0x04 | byte[4] | null | Padding |
0x08 | int | amount of SNDS | Amound of headers for SNDS assets. |
0x0C | int | amount of cutscene SNDS | Amound of headers for SNDS assets used in cutscenes. BFBB only. |
After that, there are three consecutive arrays of SNDI entries: one for the SND, one for the SNDS and one for the cutscene SNDS. Each SNDI entry is 0x64 bytes long and follows this structure:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | byte[0x60] | Sound Header | Header of GameCube DSP sound file. |
0x60 | AssetID | Sound Asset ID | Asset ID of corresponding SND or SNDS asset. |
GameCube (Movie Game/Incredibles/Rise of the Underminer)
In those games, the SNDI contains not only the sound headers but also the entirety of the sound files themselves. It has a 0x20 byte header:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | AssetID | this | Asset ID of this asset |
0x04 | uint | ? | Offset relative to end of this header to a section which has a few unknown ints then the asset ID of each sound in the SNDI. |
0x08 | byte[0x10] | ? | Usually all 0s |
0x18 | short | amount of sounds | Total amount of sounds in SNDI |
0x1A | short | amount of sounds in first FSB3 | Amount of sounds in the first FSB3 of the SNDI |
0x1C | short | amount of sounds in the other FSB3s | Amount of sounds in all FSB3s which are not the first of the SNDI |
0x1E | short | amount of FSB3s | amount of FSB3s |
Xbox
The SNDI has a 0xC byte header:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | int | amount of SND | Amound of headers for SND assets. |
0x04 | int | amount of SNDS | Amound of headers for SNDS assets. |
0x08 | int | amount of cutscene SNDS | Amound of headers for SNDS assets used in cutscenes. |
After that, there are three consecutive arrays of SNDI entries: one for the SND, one for the SNDS and one for the cutscene SNDS. Each SNDI entry is 0x2C bytes long and follows this structure:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | short | fmtId | 0x0069 if Xbox ADPCM, 0x0001 if Linear PCM. |
0x02 | short | fmtChannels | Number of audio Channels. |
0x04 | int | fmtSampleRate | Sampling rate. Xbox ADPCM data plays at this rate multipled by 65/64. |
0x08 | int | fmtBytesPerSecond | Used as an estimate for bytes per second. Can be ignored. |
0x0C | short | fmtBlockAlignment | Block Size. 0x0024 for Xbox ADPCM data. |
0x0E | short | fmtBitsPerSample | Number of bits used per sample. 0x0004 if Xbox ADPCM, 0x0000 if Linear PCM. |
0x10 | short | fmtExtBytes | Will always be 0x0002 if Xbox ADPCM. 0x0000 if Linear PCM. |
0x12 | short | fmtExtData | ADPCM nibbles per block. Normally 0x0040 if Xbox APCM. 0x0000 if Linear PCM. |
0x14 | int | dataSize | Size of the corresponding SND or SNDS asset. |
0x18 | AssetID | Sound Asset ID | Asset ID of corresponding SND or SNDS asset. |
0x1C | byte[16] | Padding |
Playstation 2
The SNDI has a 0x8 byte header:
Offset | Type | Variable | Description |
---|---|---|---|
0x00 | int | amount of SND | Amound of headers for SND assets. |
0x08 | int | amount of SNDS | Amound of headers for SNDS assets. |
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 VAG header. The reserved space at 0x8 in the header contains the sound's Asset ID.