Difference between revisions of "FF7/PSX/Sound/INSTRx.ALL"
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== File Structure == | == File Structure == | ||
− | At file beginning there is two 32-bit numbers | + | At file beginning there is two 32-bit numbers. Counting from 0x10 file offset there is sample data for all instruments. (using term "Instrument" I actually mean serie of ADPCM samples, although in some context I can use term "Sample", "Sound" or "Voice" to describe instrument). All data from INSTR.ALL are loaded by DMA to SPU RAM in one chunk, offset 0x0202. |
+ | |||
+ | struct SampleSet | ||
+ | { | ||
+ | uint32_t addr; // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff) | ||
+ | uint32_t size; // transfer size | ||
+ | uint32_t w08; // unused? | ||
+ | uint32_t w0c; // unused? | ||
+ | |||
+ | uint8_t data[size]; // PSX ADPCM frames | ||
+ | }; |
Revision as of 04:55, 30 May 2020
There is two files of this structure on FF7 game discs: SOUND/INSTR.ALL - Main game sounds (93 instruments) SOUND/INSTR2.ALL- Voices from ending theme "One Winged Angel" (4 instruments) These files contain all sample data for every instrument in game. Every instrument consists of 16-byte PSX ADPCM frames. Frame format is known and there is numerous decompressors for it whether on the net, or in Q-Gears source.
File Structure
At file beginning there is two 32-bit numbers. Counting from 0x10 file offset there is sample data for all instruments. (using term "Instrument" I actually mean serie of ADPCM samples, although in some context I can use term "Sample", "Sound" or "Voice" to describe instrument). All data from INSTR.ALL are loaded by DMA to SPU RAM in one chunk, offset 0x0202.
struct SampleSet { uint32_t addr; // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff) uint32_t size; // transfer size uint32_t w08; // unused? uint32_t w0c; // unused? uint8_t data[size]; // PSX ADPCM frames };