(03-15-2015, 04:17 AM)jimbo1qaz Wrote: EDIT: The data file is part of the game disk. The file in my Dropbox folder is an audio log file used for reverse-engineering, not the actual data file.
The decompression coefficients are loaded from the data file at 302C[0:32].
The actual data is located at 26bc8.
ADPCM requires the "history", the prior 2 samples. Both are 0x0013.
The input begins with coeff 0, and data 0.
That results in a continued stream of 0x0013 output.
Quote: # IMPORTANT DATA STARTS HERE
# The following data describes the rising siren-like sound effect.
# I have located the data required to decode it.
# coeffs[16], prev out, prev out 2, which coeff, memory location, memory value
# (3618, -1577, 84, 1943, 0, 0, 0, 0, 0, 0, 1771, 245, 0, 0, 0, 0), 19, 19, 0, 161826, 0
# Samples are loaded from 26bc8
# Coefficients are loaded from 302C[0:32]
# History 0x0013 not sure where.
# Prev xy = 0
# Scale 0, coeffs 0
# ((0x400 + itertools.product(prev, factors)) >> 11) + (raw_value << exp)
I can't believe I never asked this, but what the heck is the sample rate of this sound?
Don't be too proud of this technological terror you've constructed.
The ability to emulate games is insignificant next to the power of the Force.
The ability to emulate games is insignificant next to the power of the Force.