Generic RWAC Wave Content: Difference between revisions
m
Fix infobox
m (Table headers on bit field example) |
m (Fix infobox) |
||
(6 intermediate revisions by 2 users not shown) | |||
Line 1:
{{ParadiseResourceTypeInfobox
Sometimes referred to as RWAC Wave or simply Wave, the Generic RWAC Wave Content resource type is a container for the EA SndPlayer Plug-In Asset. This is the primary sound asset type used throughout the game.▼
| name = GenericRwacWaveContent
| othernames = Generic Wave Content
| id = 0xA020
| category = Sound
| memdist = SNR in Main Memory<br />Audio data in [[Bundle 2/Burnout Paradise#Memory types|secondary]]
| editor = Yes*<br /><sup><small>*EALayer3 codecs only</small></sup><br />Use [[Modding/Burnout Paradise|EALayer3]]
}}
▲Sometimes referred to as
For reference, RWAC ('''R'''ender'''W'''are '''A'''udio '''C'''ore) is the audio library used by Burnout Paradise and other EA games.
= Generating assets =
Line 5 ⟶ 16:
=== Codec ===
As noted in the [[#EA::Audio::Core::SndPlayerCodec
=== Play location ===
Three play locations are supported: RAM, stream, and gigasample. RAM-targeted assets are self-contained and generally found in engines, [[Splicer
=== Loops ===
Line 14 ⟶ 25:
=== Data ===
In these assets, sound data is stored in [[#Chunk
=
'''Note: Waves begin with a [[Binary File]] resource
<br/>
'''Note: Data is stored in big endian byte order regardless of platform.'''
=== Header ===
{| class="wikitable"
!
|-
| 0 || 4 || SNDPLAYER_VERSION_BITS || Version number || 0 in Burnout
|-
| 4 || 4 || SNDPLAYER_CODEC_BITS || Codec || See [[#EA::Audio::Core::SndPlayerCodec
|-
| 8 || 6 || SNDPLAYER_NUMCHANNELS_BITS || Number of channels || Offset by 1 such that 0 = 1, 1 = 2, etc.
Line 37 ⟶ 44:
| 14 || 18 || SNDPLAYER_SAMPLERATE_BITS || Sample rate || Expected maximum of 192 kHz but can hold up to 262 kHz
|-
| 32 || 2 || SNDPLAYER_PLAYTYPE_BITS || Play type || See [[#EA::Audio::Core::SndPlayerPlayType
|-
| 34 || 1 || SNDPLAYER_LOOPFLAG_BITS || Sets whether the asset is looped ||
Line 53 ⟶ 60:
This represents a typical stream with no additional fields used.
<code>05 04 BB 80 40 07 80 AA</code>▼
{| class="wikitable"
! Bit value !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 0 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 0 !! 0 !! 1 !! 0 !! 1 !! 1 !! 1 !! 0 !! 1 !! 1 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0
|-
| '''Parsed value''' || colspan=4
|-
| '''Description''' || colspan=4
|}
{| class="wikitable"
! rowspan=3|(cont.) !! 0 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 1 !! 1 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 0 !! 1 !! 0 !! 1 !! 0 !! 1 !! 0▼
|-
▲! (cont.) 0 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 1 !! 1 !! 1 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 0 !! 1 !! 0 !! 1 !! 0 !! 1 !! 0 !! 1 !! 0
▲| colspan=2 | 1 || 0 || colspan=29 | 491690
|-
| colspan=2
|}
Line 84 ⟶ 89:
=== EA::Audio::Core::SndPlayerCodec ===
{| class="wikitable"
! Name !! Value !! Comments
|-
Line 124 ⟶ 128:
=== EA::Audio::Core::SndPlayerPlayType ===
{| class="wikitable"
! Name !! Value !! Comments
|-
|