Difference between revisions of "User:MrSinistar/Sandbox"
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+ | ===SCLY Audio Object=== | ||
{|class="wikitable" | {|class="wikitable" | ||
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| N | | N | ||
| '''Sound name'''; zero-terminated | | '''Sound name'''; zero-terminated | ||
− | |} | + | |} |
− | + | ||
{|class="wikitable" | {|class="wikitable" | ||
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| 0x10 | | 0x10 | ||
| 4 | | 4 | ||
− | | '''Group''' | + | | '''Group ID''' (by default FXID / 0x80000000) used to do volume priorities for continous emitters |
|- | |- | ||
| 0x14 | | 0x14 | ||
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| 0x1B | | 0x1B | ||
| 1 | | 1 | ||
− | | '''Studio''' | + | | '''Studio''' |
|- | |- | ||
| 0x1C | | 0x1C |
Revision as of 00:08, 15 April 2015
AGSC uses MusyX data for the audio engine. Each sound has it's own "SoundMacro" and properties. The pool chunk is where the soundmacros are located. SoundMacros are small scripts that control how sounds are played in game, like pitch or vibrato or fade outs. Here's a description of the pool chunk:
Offset | Size | Description |
---|---|---|
0x0 | 4 | Header size Looks like it's always 10 |
0x10 | 4 | Macro size |
0x14 | 2 | Macro ID |
0x18 | Macro data, needs more research |
STRG Commands are similar to CSS syntax. A ; terminates the command. & begins the command, so for example, &just=center;
Command | Value | Description |
---|---|---|
just | center | Justifies text |
image | SI,0.70,0.68,TXTR ID | Displays an image. SI = Single Image? S,T and finally TXTR ID. Animation = SA, Animation Speed, S,T, TXTR ID, TXTR ID |
main-color | Hex Color Code | Changes color of text. |
SCLY Audio Object
Offset | Size | Description |
---|---|---|
0x0 | 1 | SCLY Byte 0x14 denotes sound |
0x1 | N | Sound name; zero-terminated |
Offset | Size | Description |
---|---|---|
0x0 | 4 | Maximum Distance (float) |
0x4 | 4 | Maximum Volume (float) |
0x8 | 4 | Minimum Volume (float) |
0xC | 4 | Volume Push (float) 0.0 = linear -> 1.0 = square |
0x10 | 4 | Group ID (by default FXID / 0x80000000) used to do volume priorities for continous emitters |
0x14 | 6 | Padding? |
0x1A | 2 | Sound Effects ID index number for ATBL |
0x1B | 1 | Studio |
0x1C | 2 | Volume Level Control Used during continous emitter allocation process |
0x1F | 2 | Padding? |
0x21 | 4 | Fade Used to fade-in of continous emitters |
0x25 | Misc data, needs more research |
Help us research and document! Join the discussion at: Metroid Prime Hacking Research thread @ Metroid2002.com
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