User:Halftheisland/EA AS4
From Just Solve the File Format Problem
< User:Halftheisland(Difference between revisions)
|
|
Line 1: |
Line 1: |
− | {{FormatInfo
| |
− | |formattype=electronic
| |
− | |subcat=Audio and Music
| |
− | |extensions={{ext|as4}} {{ext|asf}}
| |
− | }}
| |
| | | |
− | == Description ==
| |
− |
| |
− | AS4 / ASF files are an audio file format used in many video games created by Electronic Arts. Note that extensions other than those listed may be AS4 / ASF files as Electronic Arts often change file extensions for different games.
| |
− |
| |
− | == Information ==
| |
− |
| |
− | The basic structure of AS4 / ASF files is similar to that of [[RIFF]], with each file divided into blocks (although, unlike [[RIFF]], the format does not have a global file header).
| |
− |
| |
− | Each block starts with a standard header:
| |
− |
| |
− | <pre>
| |
− | struct ASFBlockHeader
| |
− | {
| |
− | char szBlockID[4];
| |
− | DWORD dwSize;
| |
− | };
| |
− | </pre>
| |
− |
| |
− | Where:
| |
− |
| |
− | * ''szBlockID'' gives the string ID for the block
| |
− | * ''dwSize'' gives the size of the block (including the header) in bytes.
| |
− |
| |
− | Each file then consists of a number of blocks, each of which are described below.
| |
− |
| |
− | === Header Block ===
| |
− |
| |
− | Block ID:'''1SNh'''
| |
− |
| |
− | This is the first block in an ASF / AS4 file, describing the audio stream.
| |
− |
| |
− | <pre>
| |
− | struct EACSHeader
| |
− | {
| |
− | char szID[4];
| |
− | DWORD dwSampleRate;
| |
− | BYTE bBits;
| |
− | BYTE bChannels;
| |
− | BYTE bCompression;
| |
− | BYTE bType;
| |
− | DWORD dwNumSamples;
| |
− | DWORD dwLoopStart;
| |
− | DWORD dwLoopLength;
| |
− | DWORD dwDataStart;
| |
− | DWORD dwUnknown;
| |
− | };
| |
− | </pre>
| |
− |
| |
− | * ''szID'' - the ID string, should always be "EACS"
| |
− | * ''dwSampleRate'' - the sample rate for the file
| |
− | * ''bBits'' - the resolution of the decompressed sound data, divided by 8 (i.e. 1 = 8-bit, 2 = 16-bit)
| |
− | * ''bChannels'' - the number of channels. There are only two options: 1 for mono, 2 for stereo
| |
− | * ''bCompression'' - if this is equal to 0x00, the audio data consists of signed 8 or 16-bit [[PCM]]. If it is equal to 0x02, the audio data consists of compressed [[IMA ADPCM]]
| |
− |
| |
− | === Sound Data ===
| |
− |
| |
− | == Software ==
| |
− |
| |
− | * http://bim.km.ru/gap/
| |
− |
| |
− | == Links ==
| |
− |
| |
− | * http://www.extractor.ru/articles/electronic_arts_audio_file_formats_description
| |
Latest revision as of 12:14, 3 October 2013