Slayer wrote:
I thought the game needed 8bit mono wave files?
for the sound effects, engine etc, if you extract those from the pod
though they have the .wav extension, the do not appear to be an actual WAV file
They appear to be some kind of 16bit raw wave form
I suspect 16bit 22k mono MS-ADPCM big endian, and they are heavily DC biased
You will see what i mean,if you import one into something like audacity.
export one of the idle or accel sounds, those are the engine
I have tried every tool i have but can not analyze and determine the exact raw wave format
The game will play back an 8k mono WAV file if you put one in as a replacement
but it does not play it back in the same manner as the stock raw files, for one volume is much reduced
Fila wrote:
There is a lot of written code by them mixing the sound volumes in weird ways.
That does not surprise me given that they are using very oddly manipulated raw wave forms for the sound effects
No one DC biased like that by accident