OBD:SNDD: Difference between revisions
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<== SNDD File ==>
Sound Data
<== SNDD File ==>
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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