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Sonic Adventure DX: PC/Sound Editing/Sound Effects

From Sonic Retro

3

SCHG: Sonic Adventure
Dreamcast
Gamecube
PC
2010

The following is a listing of the sound effect files in the PC versions of Sonic Adventure DX.
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.

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.

Filename Description
CART_BANK01 Twinkle Circuit
CASINOPOLIS_BANK01 Casinopolis
CASINOPOLIS_BANK05 Casinopolis
CHAOS0_BANK01 Chaos 0
CHAOS0_BANK05 Chaos 0
CHAOS2_BANK01 Chaos 2
CHAOS4_BANK01 Chaos 4
CHAOS6_BANK01 Chaos 6
CHAOS6_BANK05 Chaos 6
CHAOS7A_BANK01 Perfect Chaos part 1
CHAOS7A_BANK05 Perfect Chaos part 1
CHAOS7B_BANK01 Perfect Chaos part 2
CHAOVOICE_BANK04 Chao voices
CHAOVOICE_BANK05 Chao voices
CHAO_EFX_BANK01 Chao sound effects
check_sheet_bank02 Common object sound effects
COMMON_BANK00 Sound effects for common objects, menus, score tally
DRY_MOUNTAIN_BANK01 Red Mountain
DRY_MOUNTAIN_BANK05 Red Mountain
E101_BANK01 E-101 Boss
EGG_CARRIER_BANK01 Egg Carrier
EGG_CARRIER_BANK05 Egg Carrier
EMERALD_COAST_BANK01 Emerald Coast
EMERALD_COAST_BANK05 Emerald Coast
ENEMY_SET_BANK04 Common enemy sound effects
E_0001
E_0003
E_0007
E_0008
E_0009
E_000D
E_0012
E_0016
E_001B
E_001E
E_0022
E_0024
E_0029
E_0035
E_0042
E_0046
E_0047
E_004B
E_004D
E_004E
E_0060
E_0061
E_0064
E_0065
E_0068
E_0071
E_0080
E_0087
E_0091
E_0097
E_009D
E_00B0
E_00B7
E_00BA
E_00BB
E_00BF
E_00C5
E_00D0
E_00D4
E_00DE
E_00F3
E_00F4
E_00F5
E_00F7
E_00F8
E_00FA
E_00FD
E_00FE
E_00FF
E_0160
FINAL_EGG_BANK01 Final Egg
FINAL_EGG_BANK04 Final Egg
FINAL_EGG_BANK05 Final Egg
HIGHWAY_BANK01 Speed Highway
HIGHWAY_BANK05 Speed Highway
HOT_SHELTER_BANK01 Hot Shelter
HOT_SHELTER_BANK05 Hot Shelter
ICE_CAP_BANK01 Ice Cap
ICE_CAP_BANK04 Ice Cap
ICE_CAP_BANK05 Ice Cap
LOST_WORLD_BANK01 Lost World
LOST_WORLD_BANK05 Lost World
MOBILE1_BANK01 Egg Hornet
MOBILE2_BANK01 Egg Walker
MOBILE3_BANK01 Egg Viper
MOBILE3_BANK04 Egg Viper
MOBILE3_BANK05 Egg Viper
MYSTIC_RUIN_BANK01 Mystic Ruins / Past
MYSTIC_RUIN_BANK05 Mystic Ruins / Past
P_AMY_BANK03 Amy's sounds
P_BIG_BANK03 Big's sounds
P_E102_BANK03 Gamma's sounds
P_KNUCKLES_BANK03 Knuckles' sounds
P_METALTAILS_BANK03 Metal Sonic and Tails' sounds
P_SONICTAILS_BANK03 Sonic and Tails' sounds
SANDHILL_BANK01 Sand Hill
SHOOTING_BANK01 Sky Chase
SKY_DECK_BANK01 Sky Deck
SKY_DECK_BANK04 Sky Deck
SKY_DECK_BANK05 Sky Deck
STATION_SQUARE_BANK01 Station Square
STATION_SQUARE_BANK05 Station Square
TWINKLE_PARK_BANK01 Twinkle Park
TWINKLE_PARK_BANK05 Twinkle Park
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)
WINDY_VALLEY_BANK01 Windy Valley
WINDY_VALLEY_BANK05 Windy Valley

Format

In 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:

Offset Type Description
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.
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