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 Forum index » Modding Central » Game Development and Programming Discussion
audio.idx/bag format
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cxtian39
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Joined: 11 Feb 2016
Location: United States

PostPosted: Fri Jan 11, 2019 10:32 pm    Post subject:  audio.idx/bag format Reply with quote

Want to let my program play sound in .bag like the game does.
So format information?
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MadHQ
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Joined: 07 Nov 2003

PostPosted: Fri Jan 11, 2019 11:56 pm    Post subject: Reply with quote

Is this helpful?

http://xhp.xwis.net/documents/aud3.txt
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cxtian39
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Joined: 11 Feb 2016
Location: United States

PostPosted: Sat Jan 12, 2019 12:23 am    Post subject: Reply with quote

MadHQ wrote:
Is this helpful?

http://xhp.xwis.net/documents/aud3.txt
No, this talks about .aud files
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tomsons26lv
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Joined: 30 Dec 2009
Location: Latvia

PostPosted: Sat Jan 12, 2019 2:42 am    Post subject: Reply with quote

struct IDXHeader
{
//0x47414241 or GABA(ABAG) indicates a audio IDX/BAG pair
//0xEBBCEDFA regular data container, in NoX case BlowFish encrypted
 unsigned int Magic;
 unsigned int Unknown;//possibly some versioning
 unsigned int FileCount;
};

//following the header are count of FileCount Entry structs, in case of RA2 IDX its this structure
struct AudioIDXEntry
{
 char Name[16];//someone fucked up at WWP and didn't clear memory tho so make sure to read it to \0
 unsigned int Offset;
 unsigned int Size;
 unsigned int SampleRate;
 unsigned int Flags;
 unsigned int ChunkSize;
};

The BAG is just raw data in RA2's case

Note in Emperor WW combined idx and bag into just a bag.
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