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Jestar jokin (talk | contribs) (→Original: Improved consistency, added some bits.) |
Jestar jokin (talk | contribs) (Some info on music and sounds based on MI2.) |
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=Music= | =Music= | ||
Todo: | |||
* Adlib, GM, MT-32 etc formats | * Adlib, GM, MT-32 etc formats | ||
* Digital | * Digital | ||
* iMUSE (separate tracks and specific markers in each song format) | * iMUSE (separate tracks and specific markers in each song format) | ||
= | ==Early v5== | ||
In Monkey Island 2 (MI2), music blocks are stored in LFLF blocks, outside of the ROOMs, so they can be accessed globally. The containing sound block looks like this: | |||
Block name 4 bytes ("SOUN") | |||
Block size 4 bytes | |||
Block name 4 bytes ("SOU ") | |||
Block size 4 bytes | |||
The redundant header is possibly due to building on a legacy implementation, or for easier identification in the table stored in the .000 index file. | |||
The music block may contain any combination of ROL (Roland MT-32), ADL (Adlib/OPL FM), or SPK (PC speaker) blocks. They can also store a single SBL block for digitized sound (described in a later section). Aside from SBL, each of these blocks follow the same basic pattern. | |||
Block name 4 bytes ("ROL ", or "ADL ", or "SPK ") | |||
Block size 4 bytes | |||
MIDI data variable | |||
Every track is stored in MIDI format, in order to make use of the iMUSE technology through System Exclusive (SysEx) messages. | |||
Due to the predominance of the Sound Blaster and Adlib/OPL FM technology at the time of MI2's release, every musical SOUN block contains an ADL block. | |||
=Digitized Sounds= | |||
==Early v5 - SBL blocks== | |||
Digitized sounds first appeared in Monkey Island 1 & 2. They are contained in the .001 resource file as part of "SOUN" blocks (see the music section above). | |||
Block name 4 bytes ("SBL ") | |||
Block size 4 bytes | |||
Sound header 4 bytes ("AUhd" or "WVhd") | |||
Unknown 3 bytes (always 00 00 80) | |||
Data header 4 bytes ("AUdt" or "WVdt") | |||
VOC data variable | |||
AUhd and AUdt are used in Monkey Island, while WVhd and WVdt are used in the non-interactive demo of Sam & Max. The actual sound data is stored in a variant of the Creative VOC format. | |||
==Early v5 - CD tracks== | |||
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 | Games that use CD tracks (Loom/CD, MI1/CD, Zak256/FM-TOWNS) are a bit different. For MI1/CD at least, the "SOU " block size is always 32 bytes and presumably points to the CD track to play. | ||
==MONSTER.SOU== | ==v5-v6 - MONSTER.SOU== | ||
===Original=== | ===Original=== | ||
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From Indy 4 onwards, sound effects and speech are stored in a separate resource file called "MONSTER.SOU". The format is: | From Indy 4 onwards, sound effects and speech are stored in a separate resource file called "MONSTER.SOU". The format is: | ||
Block name 4 ("SOU ") | Block name 4 bytes ("SOU ") | ||
Block size 4 bytes | Block size 4 bytes | ||
One or more: | One or more: | ||
Block name 4 ("VCTL") | Block name 4 bytes ("VCTL") | ||
Block size 4 bytes | Block size 4 bytes | ||
Lip-sync tags variable | Lip-sync tags variable |
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