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= Layout =
== SDT ==
{|class="wikitable"
|-
Line 11:
! Details
|-
| <tt>0x00 || <tt>0x04 || UInt32 || File magic (<
|-
| <tt>
|-
| <tt>0x06 || <tt>0x01 || UInt32 || Number of sounds in archive ||
|-
| <tt>0x08 || <tt>0x04 || UInt32 || Header size in bytes/start offset of<br>1st sound in archive ||
|-
| <tt>0x0C || <tt>0x04 || UInt32 || Archive size in bytes (minus header) ||
|-
| <tt>0x14 || <tt>0x04 || UInt32 ||
|-
|}
== PT Header (WIP) ==
SDT contains metadata headers, each <tt>0x20</tt> in length, for each sound in the archive. The metadata in question consists of a given sound's sample rate, compression, start offset, etc.
{|class="wikitable"
|-
! Offset
! Length
! Type
! Description
! Details
|-
| <tt>0x00 || <tt>0x04 || UInt32 || Header ID (<code>PT/0/0</code>/<code>0x50540A00</code>) ||
|-
| <tt>
|}
|
Revision as of 15:52, 25 January 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 | Length | Type | Description | Details |
---|---|---|---|---|
0x00 | 0x04 | UInt32 | File magic (BNKl /0x424E4B6C ) |
|
0x04 | 0x01 | UInt32 | Version number | |
0x06 | 0x01 | UInt32 | Number of sounds in archive | |
0x08 | 0x04 | UInt32 | Header size in bytes/start offset of 1st sound in archive |
|
0x0C | 0x04 | UInt32 | Archive size in bytes (minus header) | |
0x14 | 0x04 | UInt32 | PT headers pointer table size in bytes | The table itself also starts at this offset. |
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 | Length | Type | Description | Details |
---|---|---|---|---|
0x00 | 0x04 | UInt32 | Header ID (PT/0/0 /0x50540A00 ) |
|
0x18 | 0x04 | UInt32 | Audio start offset | Uses big-endian byte order. |