Difference between revisions of "Star Fox:Audio Data"

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(Added audio data page.)
 
(Added Audio Clip Table)
 
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{{subpage|game=Star Fox:Audio Data}}
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{{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 23:08, 12 June 2019


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