SABS & SABL Files: Difference between revisions

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* SABL = Snd Asset Bank Load
* SABL = Snd Asset Bank Load
== Structure ==
== Structure ==
Thanks to Jakes625, Red-EyeX32, master131, and kokole.
<source lang="cpp">
<source lang="cpp">
enum snd_asset_channel_mode
enum snd_asset_channel_mode
Line 30: Line 29:
   SND_ASSET_FORMAT_COUNT = 0xB,
   SND_ASSET_FORMAT_COUNT = 0xB,
};
};
static const int frame_rate_table[] = {
  8000,
  12000,
  16000,
  24000,
  32000,
  44100,
  48000,
  96000,
  192000
};
struct SndAssetBankEntryHash
{
char hash[16]; // md5 of the audio file
}; // 0x10


struct SndAssetBankEntry
struct SndAssetBankEntry
Line 59: Line 41:
snd_asset_format format;
snd_asset_format format;
}; // 0x14
}; // 0x14
struct SndAssetBankEntryHash
{
char hash[16]; // md5 of the audio file
}; // 0x10


struct SndAssetBankHeader
struct SndAssetBankHeader
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__int64 fileSize;       // Size of the whole file
__int64 fileSize;       // Size of the whole file
__int64 entryOffset;       // &SndAssetBankEntry[0]
__int64 entryOffset;       // &SndAssetBankEntry[0]
__int64 checksumOffset;      // &hash_entry_t[0]
__int64 checksumOffset;      // &SndAssetBankEntryHash[0]
char checksumChecksum[16];    // 16 bytes which are associated between sabs + 0x38 and soundasset + 0x830 (can be > 0x830)
char checksumChecksum[16];    // 16 bytes which are associated between sabs + 0x38 and soundasset + 0x830 (can be > 0x830)
char dependencies[512];
char dependencies[512];
char padding[1464];
        char padding[1464];
}; // 0x800
}; // 0x800
</source>
</source>


To calculate the duration of an audio entry:
To calculate the duration of an audio entry:
durationInMilliseconds = 1000 * frameCount / frameRate;
<source lang="cpp">
Note that "frameRate" is the actual frame rate value from the table and not the index/flag value from the structure.
unsigned int SND_AssetBankGetFrameRate(SndAssetBankEntry *entry) {
        int frameRate;
 
        if (!entry)
            break;
       
        switch (entry->frameRateIndex) {
                case 0: frameRate = 8000; break;
                case 1: frameRate = 12000; break;
                case 2: frameRate = 16000; break;
                case 3: frameRate = 24000; break;
                case 4: frameRate = 32000; break;
                case 5: frameRate = 44100; break;
                case 6: frameRate = 48000; break;
                case 7: frameRate = 96000; break;
                case 8: frameRate = 192000; break;
                default:
                  frameRate = 0;
                  break;
        }
        return frameRate;
}
 
unsigned int SND_AssetBankGetLengthMs(SndAssetBankEntry *entry) {
        if (!entry)
            break;
       
        return 1000 * entry->frameCount / SND_AssetBankGetFrameRate(entry);
}
</source>

Latest revision as of 18:56, 5 July 2015

SAB(Stream) and SAB(Load). The B is most likely "bank" as the game code refers to a "sound bank" when loading SABL/SABS files.

  • SABS = Snd Asset Bank Stream
  • SABL = Snd Asset Bank Load

Structure

enum snd_asset_channel_mode
{
  SND_ASSET_CHANNEL_MODE_MONO = 0x1,
  SND_ASSET_CHANNEL_MODE_DUAL = 0x2,
  // Could be more modes ex: ("Joint Stereo" and "Stereo")
};

enum snd_asset_format
{
  SND_ASSET_FORMAT_PCMS16 = 0x0,
  SND_ASSET_FORMAT_PCMS24 = 0x1,
  SND_ASSET_FORMAT_PCMS32 = 0x2,
  SND_ASSET_FORMAT_IEEE = 0x3,
  SND_ASSET_FORMAT_XMA4 = 0x4,
  SND_ASSET_FORMAT_MP3 = 0x5,
  SND_ASSET_FORMAT_MSADPCM = 0x6,
  SND_ASSET_FORMAT_WMA = 0x7,
  SND_ASSET_FORMAT_FLAC = 0x8,
  SND_ASSET_FORMAT_WIIUADPCM = 0x9,
  SND_ASSET_FORMAT_MPC = 0xA,
  SND_ASSET_FORMAT_COUNT = 0xB,
};

struct SndAssetBankEntry
{
	unsigned int id; 	             // this is a hash of the name. Name Found in SndBank asset in ff
        unsigned int size;
	unsigned int offset;
	unsigned int frameCount; 
	char frameRateIndex; 	             // see frame_rate_table
	snd_asset_channel_mode channelCount; // enum 0x1 = mono 0x2 = dual
	char looping;
	snd_asset_format format;
}; // 0x14

struct SndAssetBankEntryHash
{
	char hash[16]; // md5 of the audio file
}; // 0x10

struct SndAssetBankHeader
{
	unsigned int magic; 	      // "2UX#"
	unsigned int version;         // 0x0E
	unsigned int entrySize;       // 0x14
	unsigned int checksumSize;    // 0x10
	unsigned int dependencySize;  // 0x40
	unsigned int entryCount;      // Amount of sound entries NOT NAME ENTRIES
	unsigned int dependencyCount; // Always 0x8 for some reason, might be the size of the next 3 fields
	unsigned int pad32;
	__int64 fileSize; 	      // Size of the whole file
	__int64 entryOffset; 	      // &SndAssetBankEntry[0]
	__int64 checksumOffset;       // &SndAssetBankEntryHash[0]
	char checksumChecksum[16];    // 16 bytes which are associated between sabs + 0x38 and soundasset + 0x830 (can be > 0x830)
	char dependencies[512];
        char padding[1464];
}; // 0x800

To calculate the duration of an audio entry:

unsigned int SND_AssetBankGetFrameRate(SndAssetBankEntry *entry) {
        int frameRate;

        if (!entry)
            break;
        
        switch (entry->frameRateIndex) {
                case 0: frameRate = 8000; break;
                case 1: frameRate = 12000; break;
                case 2: frameRate = 16000; break;
                case 3: frameRate = 24000; break;
                case 4: frameRate = 32000; break;
                case 5: frameRate = 44100; break;
                case 6: frameRate = 48000; break;
                case 7: frameRate = 96000; break;
                case 8: frameRate = 192000; break;
                default:
                  frameRate = 0;
                  break;
        }
        return frameRate;
}
  
unsigned int SND_AssetBankGetLengthMs(SndAssetBankEntry *entry) {
        if (!entry)
            break;
        
        return 1000 * entry->frameCount / SND_AssetBankGetFrameRate(entry);
}