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LoopOffset is the position of the start of the looped part of the sound, measured in samples. A value of 0 tells the game that the sound is about average volume, with negative values meaning the sound is quieter and positive values meaning it's louder. This allows the game to adjust what volume to play the sound at in order to prevent the audio clipping. The Headroom value tells the game how loud the sound will be. Most of the bank header is made up of sound metadata, which has the following structure: Packages are in the audio/SFX directory and have no file extension.Īn unmodified game has the following packages:Įach bank stored in a package file has two parts: the header and the PCM buffers. Package files contain banks, which contain sound data (including the raw PCM data). If BankSize is too big, the game will read too far on the last sound, which often causes a segmentation fault. The BankSize field must be updated if the size of the bank changes, especially if the size increases, because the game works out the length of each sound the same way as the calculateBufferSize function displayed below. Note that the game uses hardcoded indices to reference specific banks, so changes in order can lead to problems. BankLkup.datīankLkup.dat ('Bank Lookup') contains an array of metadata structures for all banks in all packages. In other files and also in the game, each package is referred to by its 0-based index in the package list (0, 1, 2, etc.). The package names are the same as their file names inside the audio/SFX directory. The game works in exactly the same way without the 0xCD bytes, but their presence may indicate that PakFiles.dat is actually a dumped array of 52-byte structures rather than an array of strings. The package name is always null-terminated, and in the stock files the name is padded up to 12 bytes with 0xCD values. PakFiles.dat ('Package Files') is a list of package names. dat files have names with 8 characters (minus the extension). They are stored in the audio/CONFIG directory. They describe the layout of the audio effects system in terms of packages, banks and individual sounds. The bank/package system allows the game to only load the sound(s) needed at the moment – in some instances, the game only loads a single sound from a bank (though it is more common for entire banks to be loaded at a time). #Gta san andreas audio files download rar download zip#Gta San Andreas Sfx And Stream Files Download Zip Files. #Gta san andreas audio files download rar free#
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