Electronic Arts SCxl: Difference between revisions

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   offset type  description
   offset type  description
       0  byte  Tag, should be 'PT'
       0  byte  Tag, should be 'PT'
                0x00  PC
                0x03  Macintosh
                0x05  Playstation 2
                0x06  Game Cube
                0x07  Xbox
                0x09  Xenon (Xbox 360)
                0x0A  PSP
       2  int16  Platform identifier
       2  int16  Platform identifier
       4  ...    Patch substream
       4  ...    Patch substream
Line 57: Line 64:
* 0xFC, 0xFD - Begin of the format description portion of substream. No data.
* 0xFC, 0xFD - Begin of the format description portion of substream. No data.
* 0x80 - Compression version.
* 0x80 - Compression version.
        0x00  PCM Signed Interleaved Data
        0x07  EA XA ADPCM
* 0x82 - Number of channels.
* 0x82 - Number of channels.
* 0x84 - Sampling frequency.
* 0x84 - Sampling frequency.
* 0x85 - Total count of samples in the stream.
* 0x85 - Total count of samples in the stream.
* 0xA0 - Compression type. Same compression type may have minor variation of the data stream, depending on it's version.
* 0xA0 - Compression type.
          0x01  EA XA ADPCM R1
          0x02  EA XA ADPCM R2
          0x03  EA XA ADPCM R3
* 0xA2 - Compression type.
          0x00*  PCM Signed 16-bit Interleaved (LE)
          0x01*  PCM Signed 16-bit Interleaved (BE)
          0x02*  PCM Signed 8-bit Interleaved
          0x04  MicroTalk 10:1
          0x05*  VGA ADPCM
          0x07*  PCM Signed 16-bit Planar (BE)
          0x08  PCM Signed 16-bit Planar (LE)
          0x09  PCM Signed 8-bit Planar
          0x0A  EA XA ADPCM
          0x0B*  PCM Unsigned 8-bit Interleaved
          0x0C*  CD XA
          0x0E*  MP3 Layer 1
          0x0F*  MP3 Layer 2
          0x10  MP3 Layer 3
          0x12*  Game Cube ADPCM
          0x13*  PCM Signed 24-bit Interleaved (LE)
          0x14*  XBOX ADPCM
          0x15*  PCM Signed 24-bit Interleaved (BE)
          0x16  MicroTalk 5:1
          0x17  EALayer3
 
* Denotes codec supported by [[Electronic Arts Sound eXchange]], but has not yet been observed in a computer game.


=== SCCl ===
=== SCCl ===

Revision as of 19:50, 26 October 2007

SCxl is an audio stream format used in various games published by companies under the Electronic Arts umbrella.

Chunk Types

See Electronic Arts Formats for file format description.

SCHl

Header. Contains special Patch record, describes all vital audio parameters.

PT patch

 offset type   description
     0  byte   Tag, should be 'PT'
                0x00  PC
                0x03  Macintosh
                0x05  Playstation 2
                0x06  Game Cube
                0x07  Xbox
                0x09  Xenon (Xbox 360)
                0x0A  PSP
     2  int16  Platform identifier
     4  ...    Patch substream
Default Audio Format
  • 16 bits
  • Mono
  • 22050 kHz
  • XA compression


GSTR patch

 offset type   description
     0  byte   Tag, should be 'GSTR'
     4  int32  Unknown, presumably version or platform id
     8  ...    Patch substream
Default Audio Format
  • 16 bits
  • Mono
  • 48000 kHz
  • XA compression


Patch substream

Patch substream consist of a series of small chunks, tagged with unique byte identifiers. General substream format is:

Tag[, Length, Data][, ...]
  • Tag is an unique identifier of the data. Several tags doesn't contain any data, thus, has no Length and Data fields.
  • Length is a single byte, unless it's value is 0xFF. In this case, extra 4-bytes value of the actual length follows, stored in big-endian order.
  • Data is a big-endian number of Length bytes total, meaning is specific to particular Tag.


Known patch tags

  • 0xFF - End of substream. No data.
  • 0xFE - Begin of the envelope portion of substeam. No Data.
  • 0xFC, 0xFD - Begin of the format description portion of substream. No data.
  • 0x80 - Compression version.
        0x00   PCM Signed Interleaved Data
        0x07   EA XA ADPCM
  • 0x82 - Number of channels.
  • 0x84 - Sampling frequency.
  • 0x85 - Total count of samples in the stream.
  • 0xA0 - Compression type.
         0x01   EA XA ADPCM R1
         0x02   EA XA ADPCM R2
         0x03   EA XA ADPCM R3
  • 0xA2 - Compression type.
         0x00*  PCM Signed 16-bit Interleaved (LE)
         0x01*  PCM Signed 16-bit Interleaved (BE)
         0x02*  PCM Signed 8-bit Interleaved
         0x04   MicroTalk 10:1
         0x05*  VGA ADPCM
         0x07*  PCM Signed 16-bit Planar (BE)
         0x08   PCM Signed 16-bit Planar (LE)
         0x09   PCM Signed 8-bit Planar
         0x0A   EA XA ADPCM
         0x0B*  PCM Unsigned 8-bit Interleaved
         0x0C*  CD XA
         0x0E*  MP3 Layer 1
         0x0F*  MP3 Layer 2
         0x10   MP3 Layer 3
         0x12*  Game Cube ADPCM
         0x13*  PCM Signed 24-bit Interleaved (LE)
         0x14*  XBOX ADPCM
         0x15*  PCM Signed 24-bit Interleaved (BE)
         0x16   MicroTalk 5:1
         0x17   EALayer3
* Denotes codec supported by Electronic Arts Sound eXchange, but has not yet been observed in a computer game.

SCCl

Holds single 4-byte value, indicates total number of SCDl chunks in the stream.

SCDl

Data. Actual audio data in format, specified by SCHl chunk.

SCLl

Loop.

SCEl

End. Indicates end of the stream. Contains no data.