This shows you the differences between two versions of the page.
| — |
file_formats:met [2006/03/25 03:09] (current) |
||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== .Met ====== | ||
| + | //Only documenting .Met files as they control .lug audio banks.// \\ | ||
| + | //.Met are usually 2 sections (Audio Information, Environment Settings) Ingame.Met contains a third section that links audio to compiled events.// \\ | ||
| + | |||
| + | |||
| + | ===== Header ===== | ||
| + | [4] Bytes - Always (01 00 00 00) \\ | ||
| + | [4] Bytes - Number of Files \\ | ||
| + | [4] Bytes - Unknown \\ | ||
| + | |||
| + | |||
| + | ==== Audio Information Listing ==== | ||
| + | [4] Bytes - Entry Number \\ | ||
| + | [4] Bytes - ID \\ | ||
| + | [4] Bytes - Import Directory File Name Length (String Size) \\ | ||
| + | ~ String \\ | ||
| + | [4] Bytes - Audio File Size (Does not have header like .Lut audio files) \\ | ||
| + | [4] Bytes - Offset \\ | ||
| + | [2] Bytes - Number of Channels \\ | ||
| + | [2] Bytes - Audio Codec (105 = Xb-Adpcm, 1 = PCM) Only two used. \\ | ||
| + | [4] Bytes - Frequency \\ | ||
| + | [8] Bytes - Event ID, mostly unused \\ | ||
| + | |||
| + | ==== Environment Audio Listing ==== | ||
| + | Few pieces are unknown! (Hard to test some of these) \\ | ||
| + | === Header for Environment Audio === | ||
| + | [4] Bytes - Number of Files \\ | ||
| + | |||
| + | === Audio Listing Loop === | ||
| + | //48 Bytes per listing. Loop until file number is met.// \\ | ||
| + | \\ | ||
| + | [4] Bytes - File Counter \\ | ||
| + | [4] Bytes - File ID \\ | ||
| + | [4] Bytes - String Size for Group Listing (If zero, then string does not exist) \\ | ||
| + | ~ String (If it exists) \\ | ||
| + | [2] Bytes - Event Identifier (01 = Day Sound, 02 = Night Sound, 00 = Should be anytime) \\ | ||
| + | [2] Bytes - Unknown \\ | ||
| + | [4] Bytes - Number of Loops (Usually either 1 or 9999) \\ | ||
| + | [4] Bytes - Unknown (relative to number of loops, should be memory allocation) \\ | ||
| + | [4] Bytes - Unknown (usually nothing) \\ | ||
| + | [2] Bytes - Unknown (relative to sound volume. Should be either initial gain or user gain.) \\ | ||
| + | [2] Bytes - Unknown (relative to sound volume. Should be either initial gain or user gain.) \\ | ||
| + | [2] Bytes - Unknown (3D volume or Head Relative) \\ | ||
| + | [2] Bytes - Unknown (2D volume?) \\ | ||
| + | [4] Bytes - Location to Play sound (X) {Float} \\ | ||
| + | [4] Bytes - Location to Play sound (Y) {Float} \\ | ||
| + | [4] Bytes - Priority \\ | ||
| + | \\ | ||
| + | *Upon Last Entry after this loop. If the 4 bytes has value, push to next section. | ||
| + | ==== Event Listings ==== | ||
| + | //Only Exists in Ingame.Met// \\ | ||
| + | \\ | ||
| + | [4] Bytes Number of Entries \\ | ||
| + | |||
| + | === Event Loop === | ||
| + | [4] Bytes - String Length \\ | ||
| + | ~ String (Event Name) \\ | ||
| + | [4] Bytes - Number of Sounds to Associate with Event Name \\ | ||
| + | ~Then Based on number of sounds to associate are 4 byte ID listings \\ | ||