XML:BINA/SABD

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SABD : Sound Animations Binary Data
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  • See HERE if you are searching for information on how to handle object coordinates.
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XML.png
XML

AKVA << Other file types >> CBPI

PAR3 << Other BINA >> TMBD

switch to OBD page

General information

  • The XML code on this page is compatible with OniSplit v0.9.61.0
  • BINADBAS*.oni files are global. (They can be found in AE/AEInstaller/vanilla/level0_Final.dat.)
  • SABD collections determine what sound plays when a character performs an animation or a specific type of animation.
  • Only three files hold actual content:
BINADBASAny.oni
BINADBASKonoko.oni
BINADBASShinatama_Zombie.oni ("SHINZOMwalk1" animation only)


Sound picking mechanism

ONCC -> ONCV name
         +
        BINADBAS <SoundAnimation Variant="VariantName" />
         =
        sound pool (possible choices are narrowed by available anim name, type, and modifier?)

Damage modifier might be the same as in ONIE.

  • Heavy hurt sound: 15 HP or more.
  • Medium hurt sound: 10-14 HP.
  • Light hurt sound: less than 10 HP


Tag hierarchy

Animation Modifier is Any Modifier is not Any
       <Assignment>
           <Target>
               <Animation>...</Animation>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>
       <Assignment>
           <Target>
               <Type>...</Type>
               <Modifier>...</Modifier>
               <Frame>...</Frame>
           </Target>
           <Sound>...</Sound>
       </Assignment>

Tag explanations

XML tag Content type Description
<SoundAnimation Variant="..."> char[32] ONCVfile_name.oni (without file suffix .oni)
<Assignment> -
<Target> -
<Animation> char[32] TRAMfile_name.oni (without file suffix .oni)
<Type> flag  ? = not double checked, the other flags can be found in exported files
Any (?)
Block (?)
DrawWeapon
Fall (?)
FallingFlail
Fly (?)
GettingHit (?)
Holster (?)
Jump
Kick
Land (?)
Knockdown (?)
Pickup
Powerup (?)
Punch
ReloadMercuryBow
ReloadPistol
ReloadRifle
ReloadScramCannon
ReloadScreamer
ReloadStream
ReloadSuperball
ReloadVandegraf
Roll
Run (?)
Slide
Stand (?)
Startle (?)
Walk (?)
<Modifier> flag
HeavyDamage
MediumDamage
LightDamage
Crouch (?, "never used")
Jump (?, "never used")
Any (not used here because it is the default in XML, see tag hierarchy)
<Frame> integer Sound will be played at this animation frame.
<Sound> char[32] OSBDfile_name.imp.oni (without file suffix .oni)