Actions

SCHG

Difference between revisions of "Sonic Adventure DX: PC/Sound Editing/Sound Effects"

From Sonic Retro

m (Text replacement - "__NOTOC__ {{SCHG SA|3}}" to "{{SCHG SA|3}} __TOC__")
(Deleting page's contents. All relevant information has been merged into the Sonic Adventure version of the page)
Line 1: Line 1:
{{SCHG SA|3}}
 
__TOC__
 
The following is a listing of the sound effect files in the PC versions of Sonic Adventure DX.<br />
 
Sound effects are stored in .dat files located in <tt>SYSTEM\SOUNDDATA\SE</tt> (2004) or <tt>SoundData\SE</tt> (2010). [[SADXsndSharp]] can edit these. An older, command line extractor can be found [http://sf94.reimuhakurei.net/SA/hax/SADXsnd.rar here], and a packer is [http://sf94.reimuhakurei.net/SA/hax/SADXsndpack.rar here].<br />
 
In the 2004 port, sound effects are in WAV format; in the 2010 port, they are in ADX format.<br />
 
For information on how to create looping sound effects for the 2004 port, go [https://developer.valvesoftware.com/wiki/Looping_a_Sound here].
 
  
Each file includes a bank number, which helps to describe the general contents of the file.<br />
 
Bank 0 is always COMMON_BANK00.<br />
 
Bank 1 is specific to each stage, and contains sound effects.<br />
 
Bank 2 is always check_sheet_bank02.<br />
 
Bank 3 is specific to each character, and contains sound effects.<br />
 
Bank 4 is used for enemies, and is usually ENEMY_SET_BANK04.<br />
 
Bank 5 is specific to each stage, and contains background sounds. For example, a waterfall sound or the "music" from the past village.<br />
 
Bank 6 is specific to each character, and contains voice clips. It is also used for sound effects in cutscenes.
 
 
{| class="prettytable" style="width:auto;"
 
! 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 <pre>archive  V2.2</pre> (note that there are two spaces), followed by three 00 bytes.<br />
 
In the 2010 version, each .dat file begins with the string <pre>archive  V2.DMZ</pre> (note that there are two spaces), followed by one 00 byte.<br />
 
<br />
 
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:
 
{| class="prettytable" style="width:auto;"
 
!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.
 
|}
 
 
==References==
 
<references />
 
 
{{SCHGuides}}
 

Revision as of 18:56, 28 November 2020