SABS & SABL Files: Difference between revisions
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192000 | 192000 | ||
}; | }; | ||
struct SndAssetBankEntry | struct SndAssetBankEntry | ||
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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; // & | __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]; | ||
Revision as of 05:33, 25 June 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
Thanks to Jakes625, Red-EyeX32, master131, and kokole.
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,
};
static const int frame_rate_table[] = {
8000,
12000,
16000,
24000,
32000,
44100,
48000,
96000,
192000
};
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];
}; // 0x800To calculate the duration of an audio entry:
durationInMilliseconds = 1000 * frameCount / frameRate;
Note that "frameRate" is the actual frame rate value from the table and not the index/flag value from the structure.