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.
[4] Bytes - Always (01 00 00 00)
[4] Bytes - Number of Files
[4] Bytes - Unknown
[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
Few pieces are unknown! (Hard to test some of these)
[4] Bytes - Number of Files
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.
Only Exists in Ingame.Met
[4] Bytes Number of Entries
[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