by Blzut3 » Thu Feb 13, 2014 3:57
Poked at C7 a bit in the disassembler. My guesses about the audiomus appear to be correct. Listening to the stuff in Audacity seems like C7 might used a different sampling rate (Wolf3D uses 7042hz), but I don't have the section needed to confirm that disassembled yet. I've disassembled C7 to the point where the audiomus is being loaded. It uses a hard coded offset to the beginning of the offset table (last 0x1000 bytes) and has a hard coded number of sound chunks. The method I describe in my last post should be reliable for heuristically determining the contents of the file (you can tell where the last chunk offset is since you can assume no offset past the last 0x1000 is valid).
I kind of wonder what they were thinking when they made that file. The format is essentially the same as vswap's digitized sounds (on a related note GFXTILES is a vswap file) down to splitting sounds into 4K chunks. The code that handles loading the file is more or less a cut and paste of the vswap stuff with modifications to handle the hard coding (and of course it only does the sounds portion). My only guess would be if the sample rate is actually different, it was easier to make a custom tool that way.
You appear to have the full floppy version (the demo uses .DMO). AUDIOSEQ is a raw 8-bit PCM sound file. Once again the 7042hz sample rate seems to be slow. Interestingly the file does not appear to be used by the game. At least not by the CD version which I'm disassembling.
Edit: I should mention since you were looking for the IMF music. It seems to be in the audiot like normal.
Edit 2: Found the sample rate. It's 9009Hz.
Poked at C7 a bit in the disassembler. My guesses about the audiomus appear to be correct. Listening to the stuff in Audacity seems like C7 might used a different sampling rate (Wolf3D uses 7042hz), but I don't have the section needed to confirm that disassembled yet. I've disassembled C7 to the point where the audiomus is being loaded. It uses a hard coded offset to the beginning of the offset table (last 0x1000 bytes) and has a hard coded number of sound chunks. The method I describe in my last post should be reliable for heuristically determining the contents of the file (you can tell where the last chunk offset is since you can assume no offset past the last 0x1000 is valid).
I kind of wonder what they were thinking when they made that file. The format is essentially the same as vswap's digitized sounds (on a related note GFXTILES is a vswap file) down to splitting sounds into 4K chunks. The code that handles loading the file is more or less a cut and paste of the vswap stuff with modifications to handle the hard coding (and of course it only does the sounds portion). My only guess would be if the sample rate is actually different, it was easier to make a custom tool that way.
You appear to have the full floppy version (the demo uses .DMO). AUDIOSEQ is a raw 8-bit PCM sound file. Once again the 7042hz sample rate seems to be slow. Interestingly the file does not appear to be used by the game. At least not by the CD version which I'm disassembling.
Edit: I should mention since you were looking for the IMF music. It seems to be in the audiot like normal.
Edit 2: Found the sample rate. It's 9009Hz.