Sonic Adventure/Sound Editing/Sound Effects
From Sonic Retro
|SCHG: Sonic Adventure|
The following is a listing of the sound effect files in the various versions of Sonic Adventure.
In the Dreamcast and GameCube versions, sound effects are stored in Masaru/Manatee sound driver files (.mlt) and the contents of the Dreamcast version's files can be extracted with MLTExtract, a program included with SA Tools. There is currently no easy method to create or edit these files.
In the PC versions of the game, sound effects are stored in .dat files located in SYSTEM\SOUNDDATA\SE (2004) or SoundData\SE (2010). SADXsndSharp can edit these. An older, command line extractor can be found here, and a packer is here.
In the 2004 port, sound effects are in WAV format; in the 2010 port, they are in ADX format.
For information on how to create looping sound effects for the 2004 port, go here.
General File Information
Each file includes a bank number, which helps to describe the general contents of the file.
Bank 0 is always COMMON_BANK00.
Bank 1 is specific to each stage, and contains sound effects.
Bank 2 is always check_sheet_bank02.
Bank 3 is specific to each character, and contains sound effects.
Bank 4 is used for enemies, and is usually ENEMY_SET_BANK04.
Bank 5 is specific to each stage, and contains background sounds. For example, a waterfall sound or the "music" from the past village.
Bank 6 is specific to each character, and contains voice clips. It is also used for sound effects in cutscenes.
|CHAOS7A_BANK01||Perfect Chaos part 1|
|CHAOS7A_BANK05||Perfect Chaos part 1|
|CHAOS7B_BANK01||Perfect Chaos part 2|
|CHAO_EFX_BANK01||Chao sound effects|
|check_sheet_bank02||Common object sound effects|
|COMMON_BANK00||Sound effects for common objects, menus, score tally|
|ENEMY_SET_BANK04||Common enemy sound effects|
|MYSTIC_RUIN_BANK01||Mystic Ruins / Past|
|MYSTIC_RUIN_BANK05||Mystic Ruins / Past|
|P_METALTAILS_BANK03||Metal Sonic and Tails' sounds|
|P_SONICTAILS_BANK03||Sonic and Tails' sounds|
|V_AMY_E_BANK06||Amy's voice (English)|
|V_AMY_J_BANK06||Amy's voice (Japanese)|
|V_BIG_E_BANK06||Big's voice (English)|
|V_BIG_J_BANK06||Big's voice (Japanese)|
|V_E102_E_BANK06||Gamma's voice (English)|
|V_E102_J_BANK06||Gamma's voice (Japanese)|
|V_KNUCKLES_E_BANK06||Knuckles' voice (English)|
|V_KNUCKLES_J_BANK06||Knuckles' voice (Japanese)|
|V_SONICTAILS_E_BANK06||Sonic and Tails' voices (English)|
|V_SONICTAILS_J_BANK06||Sonic and Tails' voices (Japanese)|
SADX 2004 PC/2010In the 2004 version, each .dat file begins with the string
archive V2.2(note that there are two spaces), followed by three 00 bytes.
In the 2010 version, each .dat file begins with the string
archive V2.DMZ(note that there are two spaces), followed by one 00 byte.
Following that, at address 0x10, is an int giving the number of files in the archive. Following that is an array of the following struct:
|0||Pointer||Points to a null-terminated string, giving the name of the file.|
|4||Pointer||Pointer to the contents of the file.|
|8||Int||Length of the file's contents.|