====== .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 \\