Difference between revisions of "SCUMM/Technical Reference/Sound resources"
Jestar jokin (talk | contribs) (Stub for SCUMM Sounds. Needs a lot more work, confirm what's there as I'm going from memory.) |
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Revision as of 01:49, 5 March 2009
Music
- Adlib, GM, MT-32 etc formats
- Digital
- iMUSE (separate tracks and specific markers in each song format)
Sounds
Resource.001
Up until the CD Talkie version of Indiana Jones and the Fate of Atlantis (Indy 4), sounds are stored in the .001 resource files. They are contained within ROOM(?) blocks.
"SOUN" header (incl. size?) "SBL " header "CREA" block (Creative VOC file)
Games that use CD tracks (Loom/CD, MI1/CD, Zak256/FM-TOWNS) are a bit different. For MI1/CD at least, the block size is 32-bytes, and provides information on the CD track to play.
MONSTER.SOU
Original
From Indy 4 onwards, sound effects and speech are stored in a separate resource file called "MONSTER.SOU". The format is:
"SOU " header (incl. size?) one or more { "VCTL" header/block (contains lip-synch tags?) "CREA" block (Creative VOC file) }
Compressed
ScummVM can use compressed monster.sou files created with the tool "compress_scumm_sou.exe". Aside from using either MP3, OGG, or FLAC formats for the sound data, they contain a mapping table followed by the sound data, like so:
size_of_table : uint32 size_of_table / 16 times { orig_offset : uint32 actual_offset : uint32 num_tags : uint32 sound_size : unit32 } size_of_table / 16 times { num_tags times { tag : uint8 } sounds : sound_size (sound file - MP3/OGG/FLAC) }
Each entry in the table has 4 items, each item is 4 bytes, so a table with one entry has a size of 16.
The original offset is what the game will try to play, the actual offset is taken from after the index table.
Each sound is directly preceded by its lip-synch tags.