Bink Container
This page is based on the document 'Description of the Bink File Format' by Mike Melanson at http://multimedia.cx/bink-format.txt.
- Extenstions: bik
- Company: RAD Game Tools
- Samples: http://samples.mplayerhq.hu/game-formats/bink/, countless video games
Bink files are multimedia files used in a variety of video games, both on personal computers platforms and video game consoles. The files act as containers for data compressed with the proprietary Bink video and audio codecs. Bink multimedia files are known to bear the .bik extension.
File Format
This description is known to be incomplete.
All multi-byte numbers are stored in little endian format.
Bink files commence with a 44-byte header which is laid out as follows. Audio information follows the main header. If there are zero audio tracks, then the headers are omitted.
bytes 0-2 file signature ('BIK')
byte 3 file format version number (0x62, 0x66, 0x67, 0x68, 0x69 b,f,g,h,i respectivly)
bytes 4-7 file size not including the first 8 bytes
bytes 8-11 number of frames
bytes 12-15 largest frame size in bytes
bytes 16-19 number of frames again?
bytes 20-23 video width
bytes 24-27 video height
bytes 28-31 video frames per second dividend
bytes 32-35 video frames per second divider
bytes 36-39 unknown
bytes 40-43 number of audio tracks
for each audio track
two bytes unknown
two bytes audio channels (1 or 2)
for each audio track
two bytes audio sample rate (Hz)
two bytes flags. When bit 12 is set, use Bink Audio MDCT, otherwise use Bink Audio FFT.
for each audio track
four bytes unknown
Following the header is a frame index table. The number of entries in the table is equal to the number of frames specified in the header. Each entry consists of a 32-bit absolute offset for that frame. There is no length information provided in the table, so the length of a sample is implicitly the difference between frame offsets, and the size of the file (for the very last frame).
Each frame contains (optional) audio and video data. Bytes 12-15 (largest frame size) probably exist to provide the playback application with the largest single buffer it will have to allocate. The layout of each frame is as follows:
for each audio track
four bytes length of audio packet (bytes) plus four
four bytes number of samples in packet
variable length Bink Audio packet
variable length Bink Video packet
Exe files
Bink data can be contained in exe files. To find where to start decoding search in the file for one of 4 id's:
'fKIB' 'gKIB' 'hKIB' 'iKIB'
Note that this is BIK value is in machine order (therefore appears backwards for x86 binaries).
Revision b is found in Heroes of Might and Magic 3.