Splicer

The Splicer resource type is an audio format used in Burnout Paradise to play sounds dynamically. Spliced sounds are typically triggered by a player's in-game actions.

Overview
Splicers are essentially a container format for related sounds which includes controls for volume, pitch, and other values. They are stored in the  folder. Notable splicers include the collision splice bank and passby asset, as well as the Presentation Asset, which includes menu and popup sounds.

Splicers are also found in engine sounds, where they are present in each exhaust bundle. These assets, referred to as "sweeteners", are self-contained and only accessed by their internal Registry and AttribSysVault resources. Which sound does what appears to determined by a hardcoded order, though what that order is and how it handles having more or less splices is yet to be determined.

Each splice in a splicer may utilize more than one sample, with options for delaying playback. Sample repetition is also possible, as is modification (to the degree it is supported).

Layout
Note: Splicers begin with a Binary File resource. Pointers do not take the Binary File header into account.

Header
Some names and types are taken from the  struct, but it is not the same.

Enumerations
There are two known enums used by splicers,  and. These are not present in the debug data and cannot be listed as a result. Regardless, they are set to 0 in all known instances.