Changes

no edit summary
Line 1: Line 1: −
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>
Line 23: Line 23:  
| 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
Line 35: Line 39:  
| 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
Line 47: Line 51:  
| 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
Line 64: Line 68:  
=== 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:
  
3

edits