Difference between revisions of "FF7/PSX/Sound/INSTRx.ALL"

From Final Fantasy Inside
< FF7
Jump to navigation Jump to search
(From Wiki Backup May 21 2017. This page was last modified on 21 September 2007, at 13:52.)
 
m
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
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.
+
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 ==
 
== File Structure ==
At file beginning there is two 32-bit numbers. First number isn't known yet, but it is somehow related to SPU memory offset. Second number is normal offset of last ADPCM frame of file. Counting from 0x20 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. (can't say anything about INSTR2.ALL yet).
+
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 AkaoSampleSet
 +
{
 +
  uint32_t addr;        // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff)
 +
  uint32_t size;        // transfer size
 +
  uint8_t unknown[8];    // unused? padded with 0s
 +
 +
  uint8_t data[size];    // PSX ADPCM frames
 +
};

Latest revision as of 16:49, 7 June 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 AkaoSampleSet
{
  uint32_t addr;         // transfer destination address (SPU hardware address, between 0x1010 - 0x7ffff)
  uint32_t size;         // transfer size
  uint8_t unknown[8];    // unused? padded with 0s

  uint8_t data[size];    // PSX ADPCM frames
};