Star Fox/Audio Data: Difference between revisions

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{{subpage|game=Star Fox:Audio Data}}
{{subpage|game=Star Fox:ROM map}}


{{Infobox table|name=Audio Data
{{Infobox table|name=Audio Data
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== Audio Data ==
== Audio Data ==
Audio clips are stored in BRR format.
Audio clips are stored in BRR format.  Each audio data block is 9 bytes long.


  Offset  Size    Description
  Offset  Size    Description
Line 19: Line 19:
   0x01  8      16 Samples (4-bits each)
   0x01  8      16 Samples (4-bits each)


The first byte contains flags that apply to all of the samples in this block.  If bit 0 is set, then this is the last block of the audio clip.  If bit 1 is set, this block should be played in a loop.  (Since loop information is handled separately, in the audio directory, the loop bit is most likely ignored.)
The first byte contains flags that apply to all of the samples in this block.  If bit 0 is set, then this is the last block of the audio clip.  If bit 1 is set, this block should be played in a loop.  (Since loop information is handled separately in the audio directory, the loop bit is most likely ignored.)


The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.
The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.


The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block.  There are 4 possible filter values.
The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block.  There are 4 possible filter values.
== Audio Clips ==
{| class="wikitable"
!style="text-align:left;" | Start
!style="text-align:left;" | Description
|-
| <code>0C2B22</code>
| Mechanical
|-
| <code>0C2F00</code>
| Mechanical 2
|-
| <code>0C3A64</code>
| Laser
|-
| <code>0C3FC5</code>
| Bomb
|-
| <code>0C5EBE</code>
| Hit
|-
| <code>0C6D31</code>
| Incoming Enemy
|-
| <code>0C7F0D</code>
| Twin Blaster
|-
| <code>0C8B1C</code>
| Andross Laugh
|-
| <code>0C8FC9</code>
| Repaired
|-
| <code>0C9AD3</code>
| Noise
|-
| <code>0C9CD6</code>
| ??
|-
| <code>0C9D0C</code>
| ??
|-
| <code>0C9D42</code>
| Timpani
|-
| <code>0C36C3</code>
| ??
|-
| <code>0C64E5</code>
| Noise 2
|-
| <code>0C292A</code>
| ??
|-
| <code>0C512C</code>
| Crash
|-
| <code>0C679A</code>
| Mechanical 3
|-
| <code>0C775A</code>
| Damaged
|-
| <code>0C877D</code>
| Shield
|-
| <code>0C976A</code>
| Calliope
|-
| <code>0C4589</code>
| Laser 2
|-
| <code>0C6482</code>
| Noise 3
|-
| <code>0C7547</code>
| Wing
|-
| <code>0C9572</code>
| Mechanical 4
|-
| <code>0CB08F</code>
| Horns
|-
| <code>0CB74F</code>
| Strings
|-
| <code>0CC5D4</code>
| Beep
|-
| <code>0CC505</code>
| Beep 2
|-
| <code>0CD2A0</code>
| Click
|-
| <code>0CD4AA</code>
| Snare
|-
| <code>0CD26A</code>
| Click 2
|-
| <code>0CDB34</code>
| Beep 3
|-
| <code>0CDC15</code>
| Bass Guitar
|-
| <code>0CDD08</code>
| Synth Lead
|-
| <code>0CE233</code>
| Click 3
|-
| <code>0CE272</code>
| Noise 4
|-
| <code>0CE767</code>
| Tom
|-
| <code>0CEAF4</code>
| Beep 4
|-
| <code>0CEB4F</code>
| ??
|-
| <code>0CEBE7</code>
| Orchestra Hit
|-
| <code>0CF1C6</code>
| Click 4
|-
| <code>0CF163</code>
| Beep 5
|-
| <code>0CF661</code>
| Flute
|-
| <code>0CF886</code>
| Horns 2
|-
| <code>0CFFCA</code>
| Crash 2
|-
| <code>0D2ADD</code>
| Prepare For Launch
|-
| <code>0D4F1C</code>
| Radio Chatter
|-
| <code>0D10E0</code>
| Treads
|-
| <code>0D12B6</code>
| Emergency
|-
| <code>0D791F</code>
| Incoming Enemy Fighters
|-
| <code>0D1282</code>
| Click 5
|-
| <code>0D6995</code>
| Crash 3
|-
| <code>0D7727</code>
| Synth Lead 2
|-
| <code>0DA6BA</code>
| Good Luck
|-
| <code>0DB606</code>
| Haunting Music
|-
| <code>0DC3FB</code>
| Orchestra Hit 2
|-
| <code>0DCEF3</code>
| Orchestra Hit 3
|-
| <code>0E1BEC</code>
| This Is Corneria
|-
| <code>0E2B76</code>
| Pepper Speaking
|-
| <code>0E5C8A</code>
| I'm Heading Back To Corneria
|-
| <code>0E6F35</code>
| Crash 4
|-
| <code>0E7A7E</code>
| Beep 6
|-
| <code>0E7B25</code>
| Roger
|-
| <code>0E79AF</code>
| Synth Lead 3
|-
| <code>0E958D</code>
| Let's Go
|-
| <code>0E3974</code>
| Congratulations
|-
| <code>0EA73B</code>
| Noise 5
|-
| <code>0EC3C7</code>
| Horns 3
|-
| <code>0EC50B</code>
| French Horns
|-
| <code>0ED2D3</code>
| Beep 7
|-
| <code>0ED324</code>
| Strings Hit
|-
| <code>0ED540</code>
| Horns 4
|-
| <code>0EED82</code>
| Flute 2
|-
| <code>0EEFA7</code>
| Horns 5
|-
|}

Latest revision as of 02:42, 24 January 2024

This is a sub-page of Star Fox.

Audio Data
Game Star Fox
Start Address 0x0C0000
End Address 0x0EFFFF
# of Entries unknown
Entry Length unknown
Total Length 196,608 bytes
Back to the ROM map

Audio Data

Audio clips are stored in BRR format. Each audio data block is 9 bytes long.

Offset  Size    Description
------- ----    -----------
 0x00   1       Flags
 0x01   8       16 Samples (4-bits each)

The first byte contains flags that apply to all of the samples in this block. If bit 0 is set, then this is the last block of the audio clip. If bit 1 is set, this block should be played in a loop. (Since loop information is handled separately in the audio directory, the loop bit is most likely ignored.)

The high nibble (4-bits) of the Flags field specifies the number of bits that each sample in this block should be shifted to the left.

The rest of the Flags field (bits 2-3) control a custom filter to be applied to each sample in the block. There are 4 possible filter values.

Audio Clips

Start Description
0C2B22 Mechanical
0C2F00 Mechanical 2
0C3A64 Laser
0C3FC5 Bomb
0C5EBE Hit
0C6D31 Incoming Enemy
0C7F0D Twin Blaster
0C8B1C Andross Laugh
0C8FC9 Repaired
0C9AD3 Noise
0C9CD6 ??
0C9D0C ??
0C9D42 Timpani
0C36C3 ??
0C64E5 Noise 2
0C292A ??
0C512C Crash
0C679A Mechanical 3
0C775A Damaged
0C877D Shield
0C976A Calliope
0C4589 Laser 2
0C6482 Noise 3
0C7547 Wing
0C9572 Mechanical 4
0CB08F Horns
0CB74F Strings
0CC5D4 Beep
0CC505 Beep 2
0CD2A0 Click
0CD4AA Snare
0CD26A Click 2
0CDB34 Beep 3
0CDC15 Bass Guitar
0CDD08 Synth Lead
0CE233 Click 3
0CE272 Noise 4
0CE767 Tom
0CEAF4 Beep 4
0CEB4F ??
0CEBE7 Orchestra Hit
0CF1C6 Click 4
0CF163 Beep 5
0CF661 Flute
0CF886 Horns 2
0CFFCA Crash 2
0D2ADD Prepare For Launch
0D4F1C Radio Chatter
0D10E0 Treads
0D12B6 Emergency
0D791F Incoming Enemy Fighters
0D1282 Click 5
0D6995 Crash 3
0D7727 Synth Lead 2
0DA6BA Good Luck
0DB606 Haunting Music
0DC3FB Orchestra Hit 2
0DCEF3 Orchestra Hit 3
0E1BEC This Is Corneria
0E2B76 Pepper Speaking
0E5C8A I'm Heading Back To Corneria
0E6F35 Crash 4
0E7A7E Beep 6
0E7B25 Roger
0E79AF Synth Lead 3
0E958D Let's Go
0E3974 Congratulations
0EA73B Noise 5
0EC3C7 Horns 3
0EC50B French Horns
0ED2D3 Beep 7
0ED324 Strings Hit
0ED540 Horns 4
0EED82 Flute 2
0EEFA7 Horns 5