From Heavy Iron Modding

Sound Group
Base Type0x4A
Games usedThe SpongeBob SquarePants Movie

The Incredibles
Rise of the Underminer

Ratatouille Prototype


SGRP are base assets, so they start with their 0x8 byte header, then are followed by:

struct xSndGroupHeader : xBaseAsset
	uint32 uPlayedMask;
	uint8 uInfoCount;
	uint8 uSetBits;
	int8 nMaxPlays;
	uint8 uPriority;
	uint8 uFlags;
	uint8 eSoundCategory;
	uint8 ePlayRule;
	uint8 uInfoPad0;
	float32 fInnerRadius;
	float32 fOuterRadius;
	int8* pszGroupName;
Offset Type Variable Description
0x8 uint32 uPlayedMask Always 0
0xC uint8 uInfoCount amount of sound entries
0xD uint8 uSetBits usually 0x00
0xE int8 uMaxPlays usually 0x30
0xF uint8 uPriority usually 0x80
0x10 uint8 uFlags usually 0x00
0x11 uint8 eSoundCategory 01 - PlayGlobally
0x12 uint8 ePlayRule usually 0x00
0x13 uint8 uInfoPad0 usually 0x42
0x14 float32 InnerRadius usually 8.0
0x18 float32 OuterRadius usually 25.0
0x1C int8* pszGroupName Unknown AssetID
0x20 SoundEntry[amountOfSounds] Sound reference entries
- Event[numberOfEvents] Events

Sound Entry[edit]

Offset Type Variable Description
0x0 Asset ID soundAssetID SND/SNDS
0x4 float Volume usually between 0-1
0x8 float minPitchMult usually 0
0xC float maxPitchMult usually 0