SABS & SABL Files

From COD Engine Research

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,
};

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: <source lang="cpp"> 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 Note that "frameRate" is the actual frame rate value from the table and not the index/flag value from the structure.