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	<updated>2026-08-04T23:20:24Z</updated>
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		<updated>2019-05-23T02:10:46Z</updated>

		<summary type="html">&lt;p&gt;2 revisions imported&lt;/p&gt;
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		<author><name>BukTop</name></author>
		
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		<updated>2018-04-04T09:34:07Z</updated>

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	<entry>
		<id>https://wiki.ffrtt.ru/index.php?title=FF7/AKAOframes&amp;diff=110&amp;oldid=prev</id>
		<title>my_wiki&gt;G at 19:10, 21 September 2007</title>
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		<updated>2007-09-21T19:10:29Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
AKAO frames are most complicated frames in FF7 sound system.&lt;br /&gt;
(&amp;quot;AKAO&amp;quot; is frame magic, probably developed by Minoru Akao, Square Enix sound programmer :) )&lt;br /&gt;
&lt;br /&gt;
Frame is similar to MIDI sequence - it's custom tracker format for playing sequence sound, well tuned specially for PSX.&lt;br /&gt;
&lt;br /&gt;
This frames are in all FF7 game modules: Field, Battle, Worldmap and in minigames.&lt;br /&gt;
&lt;br /&gt;
All files with exension *.SND are AKAO.&lt;br /&gt;
&lt;br /&gt;
'''MINI/ASERI2.SND''' - Battle Arena theme&lt;br /&gt;
&lt;br /&gt;
'''MINI/SENSUI.SND''' - used in Submarine minigame&lt;br /&gt;
&lt;br /&gt;
'''ENEMY6/OVER2.SND''' - game over sequence&lt;br /&gt;
&lt;br /&gt;
'''ENEMY6/FAN2.SND''' - battle win &amp;quot;fanfare&amp;quot; sequence&lt;br /&gt;
&lt;br /&gt;
'''MOVIE/OVER2.SND''' - same game over sequence, don't know, why to duplicate data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other AKAO frames are hard-wired in other files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= AKAO frame structure =&lt;br /&gt;
&lt;br /&gt;
== Header (size: 16 bytes) ==&lt;br /&gt;
&lt;br /&gt;
struct AkaoHeader&lt;br /&gt;
&lt;br /&gt;
{&lt;br /&gt;
    static const uint8_t magic[4]; // &amp;quot;AKAO&amp;quot; C-string aka frame *MAGIC*&lt;br /&gt;
    uint16_t id;                   // frame ID, used for playing sequence&lt;br /&gt;
    uint16_t length;               // frame length - sizeof(header)&lt;br /&gt;
    uint8_t unknown[8];            // some numbers, can't find their usage&lt;br /&gt;
};&lt;br /&gt;
&lt;br /&gt;
== Channel info (size: 4 bytes + 2 bytes * &amp;lt;channels count&amp;gt;) ==&lt;br /&gt;
&lt;br /&gt;
First there is 32-bit number (offset 0x10), which represents bitmask of used channels in this frame, after this frame there is &amp;lt;channels count&amp;gt; offsets to channel opcode data counting from current offset.&lt;br /&gt;
&lt;br /&gt;
== Channel Commands [AKAO Opcodes] ==&lt;br /&gt;
&lt;br /&gt;
Most complicated part.&lt;br /&gt;
&lt;br /&gt;
For every channel in AKAO frame there is set of commands to perform. This is similar to Field opcodes. Here I'll call this sound commands &amp;quot;opcodes&amp;quot;. Every opcode has it's own number of arguments (from no-arguments, to 3 arguments).&lt;br /&gt;
&lt;br /&gt;
= Example (home-created AKAO frame): =&lt;br /&gt;
== Header ==&lt;br /&gt;
&lt;br /&gt;
'''41 4b 41 4f''' - AKAO string&lt;br /&gt;
&lt;br /&gt;
'''34 12''' - frame ID: 0x1234&lt;br /&gt;
&lt;br /&gt;
'''16 00''' - frame length 0x16 in hex or 22 in decimal&lt;br /&gt;
&lt;br /&gt;
'''04 00 96 12 18 22 46 28''' - unknown data&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel info ==&lt;br /&gt;
&lt;br /&gt;
'''01 00 00 00''' - this indicates, that used only one channel&lt;br /&gt;
&lt;br /&gt;
'''00 00''' - offset to first channel opcodes: in our example 0x00 means that next to &lt;br /&gt;
this offset is opcodes for first channel &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Channel commands ==&lt;br /&gt;
&lt;br /&gt;
'''e8 a8 66''' - sets tempo, parameter 0x66a8&lt;br /&gt;
&lt;br /&gt;
'''ea 00 50''' - sets reverb depth&lt;br /&gt;
&lt;br /&gt;
'''a8 55''' - load sample 0x55 from INSTR.ALL to channel&lt;br /&gt;
&lt;br /&gt;
'''aa 40''' - sets channel volume&lt;br /&gt;
&lt;br /&gt;
'''c2''' - turns on reverb effect&lt;br /&gt;
&lt;br /&gt;
'''a1 0c''' - sets volume pan&lt;br /&gt;
&lt;br /&gt;
'''c8''' - sets loop point&lt;br /&gt;
&lt;br /&gt;
'''66''' - 0x66 % 11 = 3 (3 means to take 3rd number from play length table), 0x66 / 11 = 9 (9 means to take pitch[9] from loaded instrument record index)&lt;br /&gt;
&lt;br /&gt;
'''ca''' - returns to saved loop point with opcode c8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This example plays Chocobo &amp;quot;Whoo-Hoo&amp;quot; (instrument number 0x55) repeatedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Sound Opcode list =&lt;br /&gt;
[[0xa0 (Finish Channel)]]&lt;br /&gt;
&lt;br /&gt;
[[0xa1 (Load Instrument)]]&lt;br /&gt;
&lt;br /&gt;
[[0xa5 (Pitch Divider)]]&lt;br /&gt;
&lt;br /&gt;
[[0xa8 (Channel Volume)]]&lt;br /&gt;
&lt;br /&gt;
[[0xaa (Channel Pan)]]&lt;br /&gt;
&lt;br /&gt;
[[0xc8 (Loop Point)]]&lt;br /&gt;
&lt;br /&gt;
[[0xca (Return to Loop Point)]]&lt;br /&gt;
&lt;br /&gt;
[[0xe8 (Tempo)]]&lt;br /&gt;
&lt;br /&gt;
[[0xea (Reverb Depth)]]&lt;/div&gt;</summary>
		<author><name>my_wiki&gt;G</name></author>
		
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