Difference between revisions of "FF8/FileFormat FMT"
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my_wiki>Shard m (derp, this is hex) |
my_wiki>Shard m |
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| Samples per block | | Samples per block | ||
|- | |- | ||
− | | | + | | 0x28 |
| 2 bytes | | 2 bytes | ||
| Number of ADPCM coefficients (used for compression, should always be 7). | | Number of ADPCM coefficients (used for compression, should always be 7). | ||
|- | |- | ||
− | | | + | | 0x2A |
| 28 bytes | | 28 bytes | ||
| Standard Microsoft ADPCMCoefSets. | | Standard Microsoft ADPCMCoefSets. | ||
|- | |- | ||
|} | |} |
Revision as of 23:39, 3 June 2014
Final Fantasy 8's sound effects are stored within two files. The audio.dat contains the actual wav files, compressed as 4-bit ADPCM. The audio.fmt file is a locator for sounds in the dat.
FMT File Structure
The FMT is headed by 4 bytes representing the number of sound file headers in the rest of the FMT file, then by a 36 byte header that isn't interesting.
Each sound header (beginning with the first at 0x28) either contains 70 bytes if it represents a valid sound file, or 38 bytes if it's a blank entry (those 38 bytes are all 0x0)
Each sound header representing a valid sound file contains the following structure:
Offset | Size | Data |
---|---|---|
0x00 | 4 bytes | Size of wav file in the dat. |
0x04 | 4 bytes | Offset of wav file in the dat. |
0x08 | 12 bytes | Unknown. If first byte is 0, the other 11 are always 0. Probably some kind of looping metadata. |
0x14 | 18 bytes | Microsoft WAVFORMATEX header for the wav file. |
0x26 | 2 bytes | Samples per block |
0x28 | 2 bytes | Number of ADPCM coefficients (used for compression, should always be 7). |
0x2A | 28 bytes | Standard Microsoft ADPCMCoefSets. |