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−
AST files contain PCM16 (16-bit signed) sound data. They're used in Super Mario Galaxy for musics, Legend of Zelda: Twilight Princess, and possibly in other games.
+
AST files contain either PCM16 (16-bit signed) or ADPCM sound data. They're used in Super Mario Galaxy for musics, Legend of Zelda: Twilight Princess, and possibly in other games.
They contain a header, followed by BLCK chunks which are divided in blocks (channels).<br>
They contain a header, followed by BLCK chunks which are divided in blocks (channels).<br>
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| 0x0004
| 0x0004
| 4
| 4
−
| Size of all the BLCK chunks (size of the file minus 64)
+
| Size of all the BLCK chunks (size of the file minus this header (64 bytes))
|-
|-
| 0x0008
| 0x0008
−
| 4
+
| 2
−
| Unknown (0x00010010)
+
| Audio Type (0x0000 == ADPCM, 0x0001 == PCM16)
+
|-
+
| 0x000A
+
| 2
+
| Bit Depth (typically 16)
|-
|-
| 0x000C
| 0x000C
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| 0x000E
| 0x000E
| 2
| 2
−
| Unknown (0xFFFF)
+
| Probably "loop enabled" flag (0x0000 or 0xFFFF)
|-
|-
| 0x0010
| 0x0010
| 4
| 4
−
| Sampling rate in Hz (typically 32000)
+
| Sampling rate in Hz (typically 32000 or 441000)
|-
|-
| 0x0014
| 0x0014
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| 0x0018
| 0x0018
| 4
| 4
−
| Loopstart position in samples/bytes?
+
| Loopstart position in samples
|-
|-
| 0x001C
| 0x001C
| 4
| 4
−
| Unknown (typically same as entry 0x0014)
+
| Loop end? (typically same as entry 0x0014)
|-
|-
| 0x0020
| 0x0020
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=== BLCK chunks ===
=== BLCK chunks ===
−
The BLCK chunks directly follow the AST header. They contain a 32-byte header, followed by PCM16 sound data.<br>
+
The BLCK chunks directly follow the AST header. They contain a 32-byte header, followed by PCM16/ADPCM sound data.<br>
Here's a description of them:
Here's a description of them: