OBD:SNDD: Difference between revisions
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{|   | {| width="100%" cellspacing="1" cellpadding="2" bgcolor="#000000" border=1  | ||
|-   | |- bgcolor="#FFDDBB" align="CENTER"  | ||
|   | | width="15%" | '''Hex'''  | ||
|   | | width="15%" | '''Translation'''  | ||
|   | | width="70%" | '''Meaning'''  | ||
|-   | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | ||
|   | | bgcolor="#FF0000" |  | ||
01 D7 08 00  | |||
| 2263  | | 2263  | ||
|   | | align="LEFT" | 02263-comguy_dth2.aif.SNDD  | ||
|-   | |- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | ||
|   | | bgcolor="#FFFF00" | 01 00 00 06  | ||
| 3  | | 3  | ||
|   | | align="LEFT" | level 3  | ||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFC8C8" |  | |||
|  | |||
| align="LEFT" |  | |||
[oni_snhd.htm wav header]  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFFFC8" | 37 00  | |||
| 55  | |||
| align="LEFT" | duration in 1/60 seconds  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#C8FFC8" | 56 28 00 00  | |||
| 10326  | |||
| align="LEFT" | 10326 bytes; size of the part in the raw file  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#C8FFFF" | 20 10 59 00  | |||
|  | |||
59 10 20  | |||
| align="LEFT" | at this position starts the part in the raw file  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFC8FF" | AD DE  | |||
| dead  | |||
| align="LEFT" | not used  | |||
|}  | |}  | ||
So, how to create playable wav files? Look at the pic below. It shows the beginning of the comguy_dth2.wav sound.  | |||
http://www6.fh-eberswalde.de/user/dkriesch/onistuff/images/sndd_wav.gif  | |||
{| width="100%" cellspacing="1" cellpadding="2" bgcolor="#000000" border=1  | |||
|- bgcolor="#FFDDBB" align="CENTER"  | |||
| width="15%" | '''Hex'''  | |||
| width="15%" | '''Translation'''  | |||
| width="70%" | '''Meaning'''  | |||
|- bgcolor="#000000" align="CENTER" valign="TOP"  | |||
| colspan="3" | <font size="2" color="#FFFFFF">Below follows the complete ADPCM wav format header.</font>  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FF0000" | 52 49 46 46  | |||
| RIFF  | |||
| align="LEFT" | identification, that this file uses the IBM/Microsoft RIFF standard  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFFF00" | 9C 28 00 00  | |||
| 10396  | |||
| align="LEFT" | 10396 bytes; size of the wav file from the the green coloured field to the end (= size of the part in the raw file + 70 byte)  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#00FF00" | 57 41 56 45  | |||
| WAVE  | |||
| align="LEFT" | identification, that this file is a WAVE file  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#00FFFF" |  | |||
66 6D 74 20  | |||
| fmt  | |||
| align="LEFT" | identification, that the wav format header follows  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFC8C8" |  | |||
|  | |||
| align="LEFT" |  | |||
[oni_snhd.htm wav header]<nowiki>; note that it starts with a 32 and not with an 8</nowiki>  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#FFFFC8" | 64 61 74 61  | |||
| data  | |||
| align="LEFT" | identification, that the wav data follows  | |||
|- bgcolor="#FFEEDD" align="CENTER" valign="TOP"  | |||
| bgcolor="#C8FFC8" | 56 28 00 00  | |||
| 10326  | |||
| align="LEFT" | 10326 bytes; size of the following wav data (= size of the part in the raw file)  | |||
|}  | |||
Just write "RIFF", add the size of the part in the raw file + 70 byte, write "WAVE", write "fmt ", add the wav header + change it's first byte from 8 to 32, write "data", add the size of the part in the raw file, add the raw file data and save it as a wav file.  | |||
Revision as of 17:31, 16 February 2006
Main Page >> Oni Binary Data >> File Types >> SNDD File
Sound Data
Below is the dat file part of the SNDD file.
| Hex | Translation | Meaning | 
| 
 01 D7 08 00  | 
2263 | 02263-comguy_dth2.aif.SNDD | 
| 01 00 00 06 | 3 | level 3 | 
| 
 [oni_snhd.htm wav header]  | ||
| 37 00 | 55 | duration in 1/60 seconds | 
| 56 28 00 00 | 10326 | 10326 bytes; size of the part in the raw file | 
| 20 10 59 00 | 
 59 10 20  | 
at this position starts the part in the raw file | 
| AD DE | dead | not used | 
So, how to create playable wav files? Look at the pic below. It shows the beginning of the comguy_dth2.wav sound.
| Hex | Translation | Meaning | 
| Below follows the complete ADPCM wav format header. | ||
| 52 49 46 46 | RIFF | identification, that this file uses the IBM/Microsoft RIFF standard | 
| 9C 28 00 00 | 10396 | 10396 bytes; size of the wav file from the the green coloured field to the end (= size of the part in the raw file + 70 byte) | 
| 57 41 56 45 | WAVE | identification, that this file is a WAVE file | 
| 
 66 6D 74 20  | 
fmt | identification, that the wav format header follows | 
| 
 [oni_snhd.htm wav header]; note that it starts with a 32 and not with an 8  | ||
| 64 61 74 61 | data | identification, that the wav data follows | 
| 56 28 00 00 | 10326 | 10326 bytes; size of the following wav data (= size of the part in the raw file) | 
Just write "RIFF", add the size of the part in the raw file + 70 byte, write "WAVE", write "fmt ", add the wav header + change it's first byte from 8 to 32, write "data", add the size of the part in the raw file, add the raw file data and save it as a wav file.
Main Page >> Oni Binary Data >> File Types >> SNDD File