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OBD:SNDD: Difference between revisions

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OniX-affected article
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{{OBD_File_Header | type=SNDD | prev=QTNA | next=StNA | name=Sound Data | family=General | align=center}}
{{OBD_File_Header | type=SNDD | prev=QTNA | next=StNA | name=Sound Data | family=General | align=center}}
 
{{UpdatedForOniX|1.0.0}}
:''For metadata instances used to group sounds together, randomize them, adjust their volume or frequency, etc, see [[OSBD]] and its subtypes: [[OSAm]], [[OSIm]] and [[OSGr]].''
:''For metadata instances used to group sounds together, randomize them, adjust their volume or frequency, etc, see [[OSBD]] and its subtypes: [[OSAm]], [[OSIm]] and [[OSGr]].''
SNDD instances is where Oni stores sound data. In vanilla Oni game data, sounds are either mono or stereo waveforms (with sampling frequencies of either 22.05 kHz or 44.1 kHz), compressed to save on storage space. Both the Windows and Mac versions use a form of [[wp:Adaptive differential pulse-code modulation|ADPCM]] compression (Adaptive Differential Pulse-Code Modulation), where 16-bit sound samples are encoded as 4-bit "nibbles" (resulting roughly in a 4:1 compression ratio as compared to uncompressed 16-bit [[wp:Pulse-code modulation|PCM]]).
SNDD instances is where Oni stores sound data. In vanilla Oni game data, sounds are either mono or stereo waveforms (with sampling frequencies of either 22.05 kHz or 44.1 kHz), compressed to save on storage space. Both the Windows and Mac versions use a form of [[wp:Adaptive differential pulse-code modulation|ADPCM]] compression (Adaptive Differential Pulse-Code Modulation), where 16-bit sound samples are encoded as 4-bit "nibbles" (resulting roughly in a 4:1 compression ratio as compared to uncompressed 16-bit [[wp:Pulse-code modulation|PCM]]).