Sound Bank: Difference between revisions
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! colspan="5" | Header |
! colspan="5" | Header |
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| 0x00 || File magic || UInt32 || |
| 0x00 || File magic || UInt32 || <code>BNKl</code>/<code>0x424E4B6C</code> || |
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| 0x04 || Version number || UInt32 || <tt>0x05<tt> || |
| 0x04 || Version number || UInt32 || <tt>0x05<tt> || |
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! Offset |
! Offset |
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! Name |
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! Type |
! Type |
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! Value |
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! Description |
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! Notes |
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| 0x00 || Header ID || UInt32 || (<code>PT/0/0</code>/<code>0x50540A00</code>) || |
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| 0x18 || Audio file start offset || PS-ADPCM audio file* || || Uses big-endian byte order. |
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Revision as of 00:58, 8 March 2021
An audio container format developed by Electronic Arts and used exclusively by Burnout's PlayStation Portable releases. It uses the extension .SDT
.
Layout
SDT
Offset | Name | Type | Value | Notes |
---|---|---|---|---|
Header | ||||
0x00 | File magic | UInt32 | BNKl /0x424E4B6C |
|
0x04 | Version number | UInt32 | 0x05 | |
0x06 | Number of sounds in archive | UInt32 | ||
0x08 | Header size in bytes/start offset of 1st sound in archive | UInt32 | ||
0x0C | Archive size in bytes (minus header) | UInt32 | ||
PT Header Array | ||||
0x14 | Array size in bytes | UInt32 | ||
0x18 | PT header offsets | PT Header*[] |
PT Header (WIP)
SDT contains metadata headers, each 0x20 in length, for each sound in the archive. The metadata in question consists of a given sound's sample rate, compression, start offset, etc.
Offset | Name | Type | Value | Notes |
---|---|---|---|---|
0x00 | Header ID | UInt32 | (PT/0/0 /0x50540A00 ) |
|
0x18 | Audio file start offset | PS-ADPCM audio file* | Uses big-endian byte order. |