SABS & SABL Files

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SAB(Stream) and SAB(Load). The B is most likely "bank" as the game code refers to a "sound bank" when loading SABL/SABS files.

  • SABS = Snd Asset Bank Stream
  • SABL = Snd Asset Bank Load

Structure

Thanks to Jakes625, Red-EyeX32, master131, and kokole.

enum snd_asset_channel_mode 
{
	SND_ASSET_CHANNEL_MODE_MONO = 0x1,
	SND_ASSET_CHANNEL_MODE_DUAL = 0x2,
	// Could be more modes ex: ("Joint Stereo" and "Stereo")
};
 
enum snd_asset_format
{
	SND_ASSET_FORMAT_PCMS16 = 0x0,
	SND_ASSET_FORMAT_PCMS24 = 0x1,
	SND_ASSET_FORMAT_PCMS32 = 0x2,
	SND_ASSET_FORMAT_IEEE = 0x3,
	SND_ASSET_FORMAT_XMA4 = 0x4,
	SND_ASSET_FORMAT_MP3 = 0x5,
	SND_ASSET_FORMAT_MSADPCM = 0x6,
	SND_ASSET_FORMAT_WMA = 0x7,
	SND_ASSET_FORMAT_FLAC = 0x8,
	SND_ASSET_FORMAT_WIIUADPCM = 0x9,
	SND_ASSET_FORMAT_MPC = 0xA,
	SND_ASSET_FORMAT_COUNT = 0xB,
};
 
struct SndAssetBankEntryHash 
{ 
        char hash[16]; // md5 of the audio file 
}; // 0x10
 
struct SndAssetBankEntry
{
	unsigned int id;         // This is hash of the name. Name Found in SndAlias asset in ff
        unsigned int size;
	unsigned int offset;
	unsigned int frameCount; 
	char frameRateIndex; 	 // see frameRateTable
	char channelCount; 	 // enum 0x1 = mono 0x2 = dual
	char looping;
	snd_asset_format format;
}; // 0x14
 
struct SndAssetBankHeader
{
	unsigned int magic;           // "2UX#"
	unsigned int version; 	      // 0x0E
	unsigned int entrySize;       // 0x14
	unsigned int checksumSize;    // 0x10
	unsigned int dependencySize;  // 0x40
	unsigned int entryCount;      // number of sound entries NOT NAME ENTRIES
	unsigned int dependencyCount;
	unsigned int pad32;
	__int64 fileSize; 	      // Size of the whole file
	__int64 entryOffset; 	      // &SndAssetBankEntry[0]
	__int64 checksumOffset;       // &SndAssetBankEntryHash[0]
	char checksumChecksum[16];
	char dependencies[512];
	char padding[1464];
}; // 0x800

To calculate the duration of an audio entry:

unsigned int SND_AssetBankGetFrameRate(SndAssetBankEntry *entry) {
       int frameRate;
       if (!entry)
           break;
 
       switch (entry->frameRateIndex) {
               case 0: frameRate = 8000; break;
               case 1: frameRate = 12000; break;
               case 2: frameRate = 16000; break;
               case 3: frameRate = 24000; break;
               case 4: frameRate = 32000; break;
               case 5: frameRate = 44100; break;
               case 6: frameRate = 48000; break;
               case 7: frameRate = 96000; break;
               case 8: frameRate = 192000; break;
               default:
                 frameRate = 0;
                 break;
       }
       return frameRate;
}
 
unsigned int SND_AssetBankGetLengthMs(SndAssetBankEntry *entry) {
 
       if (!entry)
           break;
 
       return 1000 * entry->frameCount / SND_AssetBankGetFrameRate(entry);
}