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Asobo Audio Formats
In addition to the Sound_Z BigFile Objects, there are a number of other audio formats supported by FUEL and other Asobo games. The first and least interesting is the .wav
Waveform Audio File Format. This format can be read by any standard audio playback tool. The second and considerably more interesting format is the .aif
Audio Interchange Format (presumably this is the meaning). Next, .joe
is a format used in the PS2 versions of UP, WALL-E, Super Farm, Sitting Ducks, The Mummy: The Animated Series, CT Special Forces, and NYR: New York Race which does not use Zouna. Then, .vai
which is used in the GameCube version of Ratatouille. Finally and most interestingly, there is the .sdx
Sound BigFile. Instructions on how to play the formats are supplied below.
It is worth noting that the .aif
file extension is not unique to Asobo. There is an existing popular audio format developed by Apple in 1988 that uses the extensions .aif
, .aiff
, and .aifc
. The Apple format is distinct from the Asobo format and the two are not interchangeable. This may lead to confusion when researching the format so I wanted to make note of that early on.
An important note is that when the game tries to load an .aif
file and the file does not exist, it will fall back to the .wav
file with the same name. If neither file exists the sound is not found. This makes audio modding easy since to replace a sound file one does not need to reverse engineer the .aif
format. They must only remove/rename the .aif
file and replace it with a .wav
file with the same name and the game will load that file instead. Since .wav
is a well-known format this is a trivial task.
Finally, FUEL only actually uses the .wav
format of the three additional formats listed above. There are no .aif
files supplied with the game; however, the game does initially look for the .aif
version of each of the .wav
files shipped with the game before falling back to the .wav
version as described above. There are several .sdx
files located in the MUSIC\DIALOG
directory. These files contain dialogue from a previous Asobo game, "Sitting Ducks", and are not related to FUEL. Despite the lack of used .aif
and .sdx
files, the game still appears to have the necessary functionality to load these formats. Because of this, I believe that it is appropriate to document the formats here.
Find the "Latest stable version" of foobar2000 for Windows under the downloads page on their website. Download and run the installer. Default settings should be fine.
Find the "foobar2000 component" of vgmstream under Windows on the downloads page on their website. Download the component. The component can be installed to foobar2000 one of two ways. The first way is to double-click on the downloaded component file. If foobar2000 is set up to recognize the extension this will open foobar2000 and install the component. The alternative way is to open foobar2000 normally and then navigate to the Preferences
window. This can be opened from File -> Preferences
or by pressing Ctrl-P
on your keyboard. Finally, select the Components
tab, click the Install...
button and select the downloaded component file. Regardless of which way you choose to install the component, you will now need to restart foobar2000.
This step is only required to open .sdx
files not .aif
, .joe
, or .vai
files. Download the .vgmstream.txth
file to the directory containing the .sdx
files. Make sure the file's name is .vgmstream.txth
; the leading period is important, browsers like to remove that period when you download it.
To open an .aif
file in foobar2000 you must change the extension from .aif
to .laif
this is because there is another audio format with the extension .aif
, as described in the introduction to this entry, and foobar2000 needs the hint to use the Asobo format and not the existing format. Once renamed you can drag and drop the file into foobar2000 to load and play it. vgmstream handles this format in the aif_asobo.c source file.
No changes are necessary for vgmstream to handle this file. vgmstream handles this format in the ps2_joe.c source file.
No changes are necessary for vgmstream to handle this file. vgmstream handles this format in the vai.c source file.
To open an .sdx
file in foobar2000 you must change the extension from .sdx
to .vgmstream
this is because foobar2000 does not recognize the .sdx
extension but the vgmstream component will load the file with our TXTH file if we rename it; recall that the .vgmstream.txth
file must be in the same directory as the .sdx
you are trying to open. Once renamed you can drag and drop the file into foobar2000 and it will add all of the sounds in the sound archive to the current playlist. This can get confusing quickly so I recommend creating different playlists to separate the .sdx
files.
For FMTK Users and Mod Developers
For FMTK Developers
Asobo BigFile Format Specification
Asobo Classes
Animation_Z
Binary_Z
Bitmap_Z
Camera_Z
CollisionVol_Z
Fonts_Z
GameObj_Z
GenWorld_Z
GwRoad_Z
Keyframer*_Z
Light_Z
LightData_Z
Lod_Z
LodData_Z
Material_Z
MaterialAnim_Z
MaterialObj_Z
Mesh_Z
MeshData_Z
Node_Z
Omni_Z
Particles_Z
ParticlesData_Z
RotShape_Z
RotShapeData_Z
Rtc_Z
Skel_Z
Skin_Z
Sound_Z
Spline_Z
SplineGraph_Z
Surface_Z
SurfaceDatas_Z
UserDefine_Z
Warp_Z
World_Z
WorldRef_Z
Asobo File Format Idioms
Asobo CRC32
Asobo LZ Compression
Asobo Arithmetic Coding Compression
Asobo Save Game File Format Specification
Asobo Audio Formats
TotemTech/ToonTech/Zouna/ACE/BSSTech/Opal Timeline
Zouna Modding Resources
Miscellaneous