Bink Container: Difference between revisions

From MultimediaWiki
Jump to navigation Jump to search
m (typo)
(add bink audio flags)
Line 29: Line 29:
     bytes 44-45  unknown
     bytes 44-45  unknown
     bytes 46-47  audio channels (1 or 2)
     bytes 46-47  audio channels (1 or 2)
     bytes 48-49  audio sample rate
     bytes 48-49  audio sample rate (Hz)
     bytes 50-55  unknown
     bytes 50-51  flags. When bit 12 is set, use Bink Audio MDCT, otherwise use Bink Audio FFT.
    bytes 52-55  unknown


Following the header is a sample offset table. The number of entries in the table is equal to the number of samples specified in the header. Each entry consists of a 32-bit absolute offset for that sample. There is no length information, so the length of a sample is implicitly the difference between sample offsets. One frame contains both audio and video data (if both are present it the file). Bytes 12-15 (largest frame size) probably exist to provide the playback application with the largest single buffer it will have to allocate.
Following the header is a sample offset table. The number of entries in the table is equal to the number of samples specified in the header. Each entry consists of a 32-bit absolute offset for that sample. There is no length information, so the length of a sample is implicitly the difference between sample offsets. One frame contains both audio and video data (if both are present it the file). Bytes 12-15 (largest frame size) probably exist to provide the playback application with the largest single buffer it will have to allocate.

Revision as of 18:37, 5 April 2008

This page is based on the document 'Description of the Bink File Format' by Mike Melanson at http://multimedia.cx/bink-format.txt.

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 appear to start with a 56-byte header which is laid out as follows:

 bytes 0-2     file signature ('BIK')
 byte 3        possibly a file 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   audio flag: if 0, header ends; if 1, header continues;
   bytes 44-45   unknown
   bytes 46-47   audio channels (1 or 2)
   bytes 48-49   audio sample rate (Hz)
   bytes 50-51   flags. When bit 12 is set, use Bink Audio MDCT, otherwise use Bink Audio FFT.
   bytes 52-55   unknown

Following the header is a sample offset table. The number of entries in the table is equal to the number of samples specified in the header. Each entry consists of a 32-bit absolute offset for that sample. There is no length information, so the length of a sample is implicitly the difference between sample offsets. One frame contains both audio and video data (if both are present it the file). Bytes 12-15 (largest frame size) probably exist to provide the playback application with the largest single buffer it will have to allocate.

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.