Difference between revisions of "User:MrSinistar/Sandbox"

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(SCLY Audio Object)
(SCLY Audio Object)
Line 69: Line 69:
 
| 0x0
 
| 0x0
 
| 4
 
| 4
| '''Maximum Distance (float)'''
+
| '''Position (float)'''
 
|-
 
|-
 
| 0x4
 
| 0x4
 
| 4
 
| 4
| '''Maximum Volume (float)'''
+
| '''Position (float)'''
 
|-
 
|-
 
| 0x8
 
| 0x8
 
| 4
 
| 4
| '''Minimum Volume (float)'''
+
| '''Position (float)'''
 
|-
 
|-
 
| 0xC
 
| 0xC
 
| 4
 
| 4
| '''Volume Push (float)''' 0.0 = linear -> 1.0 = square
+
| '''Rotation (float)'''
 
|-
 
|-
 
| 0x10
 
| 0x10
 
| 4
 
| 4
| '''Group ID''' (by default FXID / 0x80000000) used to do volume priorities for continous emitters
+
| '''Rotation (float)'''
 
|-
 
|-
 
| 0x14
 
| 0x14
| 6
+
| 4
| {{unknown|'''Padding?'''}}
+
| '''Rotation (float)'''
 
|-
 
|-
| 0x1A (tested)
+
| 0x18
| 2
+
| 4
 
| '''Sound Effects ID''' index number for [[ATBL]]
 
| '''Sound Effects ID''' index number for [[ATBL]]
 
|-
 
|-
| 0x1B (tested)
+
| 0x1C
 
| 1
 
| 1
| '''Studio ?'''
+
| {{unknown|'''Unknown'''}}; can mute sound sometimes like on "Into Hud"
 
|-
 
|-
| 0x1C
+
| 0x1D
| 2
+
| 4
| '''Volume Level Control''' Used during continous emitter allocation process
+
| '''Maximum Distance (float)'''; the bigger the float, the farther you can hear it!
|-
+
| 0x1F
+
| 2
+
| {{unknown|'''Padding?'''}}
+
 
|-
 
|-
 
| 0x21
 
| 0x21
 
| 4
 
| 4
| '''Fade''' Used to fade-in of continous emitters
+
| '''Minimum Distance (float)'''; usually set to 0.2
 
|-
 
|-
| 0x35 (tested)
+
| 0x25
 +
| 4
 +
| '''Padding'''
 +
|-
 +
| 0x29
 +
| 4
 +
| {{unknown|'''Unknown'''}} Priority?
 +
|-
 +
| 0x2D
 +
| 4
 +
| '''Max. Volume'''; 127 is loudest
 +
|-
 +
| 0x31
 +
| 4
 +
| '''Min. Volume'''
 +
|-
 +
| 0x35
 
| 4
 
| 4
 
| '''Panning''' 0=Left, 64=Center, 127=Right
 
| '''Panning''' 0=Left, 64=Center, 127=Right
 
|-
 
|-
| 0x
+
| 0x39
| colspan=2 {{unknown|Misc data, needs more research}}
+
| 1
 +
| {{unknown|'''Unknown'''}}; play automatically flag?
 +
|-
 +
| 0x3A
 +
| 1
 +
| {{unknown|'''Unknown'''}}
 +
|-
 +
| 0x3B
 +
| 1
 +
| {{unknown|'''Unknown'''}}
 +
|-
 +
| 0x3C
 +
| 1
 +
| '''Is sound affected by RoomAcoustics?'''; 1=yes, 0=no
 +
|-
 +
| colspan=3 {{unknown|Misc data, needs more research}}
 
|}
 
|}
  

Revision as of 23:29, 19 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 Position (float)
0x4 4 Position (float)
0x8 4 Position (float)
0xC 4 Rotation (float)
0x10 4 Rotation (float)
0x14 4 Rotation (float)
0x18 4 Sound Effects ID index number for ATBL
0x1C 1 Unknown; can mute sound sometimes like on "Into Hud"
0x1D 4 Maximum Distance (float); the bigger the float, the farther you can hear it!
0x21 4 Minimum Distance (float); usually set to 0.2
0x25 4 Padding
0x29 4 Unknown Priority?
0x2D 4 Max. Volume; 127 is loudest
0x31 4 Min. Volume
0x35 4 Panning 0=Left, 64=Center, 127=Right
0x39 1 Unknown; play automatically flag?
0x3A 1 Unknown
0x3B 1 Unknown
0x3C 1 Is sound affected by RoomAcoustics?; 1=yes, 0=no
Misc data, needs more research





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