AEMS Bank: Difference between revisions

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Link ABK decoder
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m (Link ABK decoder)
 
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| category = Sound
| memdist = Main Memory only
| editor = Partial decoder (audio only)<br />Use [[Modding/Burnout_Paradise|NFS_abk_decode]]*<br /><sup><small>*Requires manual header removal</small></sup>
}}
 
{{todo|This documentation is incomplete and I'm not sure it can realistically be completed without the source code. Some of it seems to be assembly, which makes sense given AEMS and CSIS are said to use glue code. I might come back to this at some point and give it another shot. My old notes mention sample groups, sample entries, and player settings, so that'd be a good place to start. -[[User:Burninrubber0|Burninrubber0]]}}
 
Audio Event Management System (AEMS) banks contain event-driven sounds such as boost, in-air, skid, and scrape effects.
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! Name !! Value !! Comments
|-
| ?PLATFORM_WIN || 0 || PC
|-
| ?PLATFORM_MAC || 1 || Mac
|-
| ?PLATFORM_PS2 || 2 || PlayStation 2
|-
| ?PLATFORM_XBOX || 3 || Xbox
|-
| ?PLATFORM_GC || 4 || GameCube
|-
| ?PLATFORM_XENON || 5 || Xbox 360
|-
| ? || 6 ||