Sounds (Burnout Paradise): Difference between revisions

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= SndPlayer Plug-In Assets =
The primary sound asset, [[#Generic RWAC Wave Content|Generic RWAC Wave Content]], is a container for EA SndPlayer Plug-In Assets. The parsing of these assets has been difficult in the past but has become much easier due to multiple leaks of EA tools, the most pertinent being a 2008 version of '''sx''' (EA Sound Exchange) which can be downloaded [https://cdnmega.discordapp.comnz/attachmentsfile/810315459831398420/852793592610816030/sx.exe1FUxwYzC#h0jArYIIRlR1vIeS4CbuWy4pELWmh5-4VPffmZJgO0w here].
 
Sound Exchange is a command-line tool. Opening a command prompt window and dragging and dropping the executable should list the full path to it. This path will be referred to simply as <code>sx</code> from now on. Pressing enter should output basic information, and adding <code>-h</code> after a space should output a full help menu.
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With the edit complete, the file should be added to <code>SOUND/STREAMS/STREAMHEADERS.BUNDLE</code>, replacing the existing header if there was one. The SNS should go in <code>SOUND/STREAMS</code>, replacing the existing stream if there was one.
 
To find an existing header, search the [[Bundle (original)#Overview|Bundle debug data]] in ''Burnout Paradise Remastered'' for the file name. If it exists, the given resource ID is that of the resource that needs to be replaced. Depending on the toolset, it may be byteswapped (e.g., 01020304 becomes 04030201).
 
=== Encoding gigasamples ===
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= Global sound data =
The game uses an [[AttribSysVaultAttribSys (Burnout Paradise)|AttribSysVault]] resource stored in <code>SOUND/BURNOUTGLOBALDATA.BIN</code> to find and read global audio such as streams. BurnoutGlobalData contains several settings, such as what assets to use for different languages and what volume/pitch/etc to use for specific splicer sounds. It also contains strings, including those used to display the artist, track, and album names shown in-game.
 
BurnoutGlobalData works hand in hand with Registry and any additions to it must be reflected in the relevant Registry resource for use in-game.
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Ginsu Wave Content, usually just called Ginsu, is a sound asset type used specifically for engine acceleration and deceleration. Ginsu is an EA format that is widely understood, but has much more limited codec and setting support than RWAC Waves. A related type, Gunsu, is found the in the Black 2 development builds.
 
=== [[Registry (Burnout Paradise)|Registry]] ===
Registry resources are, as one might expect, a registry of sound assets. They are how the game finds and accesses sounds. It is among the most important sound resources—arguably more important than the assets themselves—but are unfortunately not entirely understood.
 
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=== Other types ===
[[Nicotine Map|Nicotine]] assets are present in the final game but have not been researched, so their purpose is unknown. The same is true of [[Snapshot Data]]. [[Generic RWAC Reverb IR Content]] is present in [[Burnout 5 (2007-02-22 build)]] under <code>SOUND/IR.BUNDLE</code>. [[Voice Hierarchy]] and its [[Voicecollection Hierarchy Collection|collections]]variant are both unused in Burnout, though the former is present in [[Black 2 (2007-02-0813 build)]]. [[Snr]] and [[Interpreter Data]] are sound-related but entirely unused.
 
=== Related resource types ===
Certain resources are known to be related to specific sounds. World sounds are emitted by [[Trigger Data|triggers]], while there is another world-related type called [[Static Sound Map]] that very little is known about. Engines also employ [[AttribSysVaultAttribSys (Burnout Paradise)|AttribSysVault]] resources to control their behaviour. [[World Painter 2D]] resources are also related in that ambiences are in this format.