Difference between revisions of "SOUND"

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The other difference are completely new files. Patch leaves old files, but they are no longer used. Most effects sound the same, but some, especially alien death screams have been changed. - ''Actually there is an event table located at 45DC5C in the CE version which tell the program how to handle the sound event called. There are 6 values in this database. If the value is 01 or 06, the program will refer to the table at 478EC8 to see which sound from the CAT file to play. 02 is special and bugged: I think the programmers intended the value to disable sound for that event but instead passes 00 to the play subroutine which means it will play the snakeman slither.''--[[User:Morgan525|Morgan525]] 03:56, 4 March 2012 (EST)
 
The other difference are completely new files. Patch leaves old files, but they are no longer used. Most effects sound the same, but some, especially alien death screams have been changed. - ''Actually there is an event table located at 45DC5C in the CE version which tell the program how to handle the sound event called. There are 6 values in this database. If the value is 01 or 06, the program will refer to the table at 478EC8 to see which sound from the CAT file to play. 02 is special and bugged: I think the programmers intended the value to disable sound for that event but instead passes 00 to the play subroutine which means it will play the snakeman slither.''--[[User:Morgan525|Morgan525]] 03:56, 4 March 2012 (EST)
  
This following is a list of the sounds as they are arranged in SAMPLE2.CAT with the offset of where in the file they begin and how long each sample is.  I have left the reference numbers and offsets in Hex code since this is how the program references them.  The offsets are left "as is" so one needs to read them in reverse order (B8 01 is 01B8).--[[User:Morgan525|Morgan525]] 03:56, 4 March 2012 (EST)
 
 
<nowiki>ref# offset length         Description
 
 
00 B8 01            02 2B         Snakeman slither
 
01 BD 2C            63 01  not used (empty in 1.2, garbage in 1.4)
 
02 23 2E            19 2F  big gun shot
 
03 3F 5D            57 19  normal door open
 
04 99 76            FF 22  rifle/pistol shot
 
05 9B 99            2B 51  large explosion
 
06 C9 EA            0C 3E  muton scream
 
07 D8 28 01    B4 33  celatid scream
 
08 8F 5C 01    61 38  snakeman scream
 
09 F3 94 01   28 2F  etheral scream
 
0A 1E C4 01   3E 2B  sectoid scream
 
0B 5F EF 01    43 27  laser shot
 
OC A5 16 02    A2 39  small explosion
 
0D 4A 50 02   29 25  ammo hit w/metal thunk
 
0E 76 75 02    48 2C  standard tank move
 
OF C1 A1 02    64 3C  flying movement warble
 
10 28 DE 02   02 2B  celatid move (~snakeman slither)
 
11 2D 09 03   99 0D  reload clicking
 
12 C9 16 03   8D 2A  plasma shot
 
13 59 41 03    6C 34  laser/plasma hit
 
14 C8 75 03    1C 33  ufo door open1
 
15 E7 A8 03   76 21  ufo door open2
 
16 60 CA 03   97 34  pistol/rifle hit
 
17 FA FE 03   B0 5B  metal cruch (machine death)
 
18 AD 5A 04          55 07  footstep on metal 1
 
19 05 62 04   66 0A  footstep on metal 2
 
1A 6E 6C 04          AF 06  footstep on ground1
 
1B 20 73 04    6B 08  footstep on ground2
 
1C 8E 7B 04    F3 0E  footstep on mars1
 
1D 84 8A 04   F8 0B  footstep on mars2
 
1E 7F 96 04    E3 06  footstep on mud1
 
1F 65 9D 04   A8 08  footstep on mud2
 
20 10 A6 04    9F 11  footstep in sand1
 
21 B2 B7 04    0D 0E footstep in sand2
 
22 C2 C5 04   D3 09  footstep in snow1
 
23 98 CF 04    E2 09  footstep in snow2
 
24 7D D9 04   BA 48  mindcontrol zing
 
25 3A 22 05   34 59  mindprobe hum
 
26 71 7B 05   23 09  item drop thunk
 
27 97 84 05    4E 0B  item toss swish
 
28 E8 8F 05    45 45  hovertank/cyberdisk move hum
 
29 30 D5 05   64 26  male scream 1
 
2A 97 FB 05    D9 32  male scream 2
 
2B 73 2E 06    1E 21  male scream 3
 
2C 94 4F 06    D9 28  female scream 1
 
2D 70 78 06    94 20  female scream 2
 
2E 07 99 06    52 26  female scream 3
 
2F 5C BF 06   0D 4D  rock drag and scraping (silacoid move)
 
30 6C 0C 07    7A 39  reaper/zombie attack growl
 
31 E9 45 07    8E 39  chryssalid aggression growl
 
32 7A 7F 07   78 35  Silacoid attack growl
 
33 F5 B4 07    E9 3A  celatid attack scream
 
34 E1 EF 07    F0 3A  rocket launch
 
35 D4 2A 08   ED 39 blaster bomb/stun launcher
 
36 C4 64 08    EC 31 zap sound (stun rod)
 
</nowiki>
 
  
 
[[Category:Game Files]]
 
[[Category:Game Files]]

Revision as of 09:14, 3 April 2012

This directory contains all the sound effects and music.

There are three different versions of UFO sound engine:

  • DOS, before 1.4 patch
  • DOS, after 1.4 patch
  • CE

Music files

Music for different soundcards is stored in following files:

  • DOS 1.2 - for some reason music for intro is stored in separate file
    • ADLIB.CAT, AINTRO.CAT - AdLib and Soundblaster
    • ROLAND.CAT, RINTRO.CAT - Roland
  • DOS 1.4
    • ADLIB.CAT
    • GM.CAT - General Midi
    • DRIVERS.CAT - not exactly music file. It contains various com files for different soundcards. The appropriate files are extracted by setup, and then wrapped in sndstart.exe/sndend.exe called from main bat file.
  • CE - these are just midi files, one for each music sequence

Sound files

The sound effects files are:

  • DOS 1.2
    • INTRO.CAT - intro
    • SOUND1.CAT - battlescape
    • SOUND2.CAT - geoscape
  • DOS 1.4
    • SAMPLE.CAT - geoscape
    • SAMPLE2.CAT - battlescape
    • SAMPLE3.CAT - intro
  • CE - uses same files as 1.4. However, no sound is played in intro, only music.

Differences between versions

The main difference versions is quality.

  • 1.2: 8000 Hz, 6 bit.
  • 1.4: 11025 Hz, 8 bit.
  • CE: same as 1.4, but it will play .wav files correctly with higher sampling rate hacked into game. - Is that what was intended to be said here? - Phoenix - The files in CE (and 1.4) contain actual waves with headers. CE does not have fixed quality setting, but uses data from those headers. - Quantifier

The other difference are completely new files. Patch leaves old files, but they are no longer used. Most effects sound the same, but some, especially alien death screams have been changed. - Actually there is an event table located at 45DC5C in the CE version which tell the program how to handle the sound event called. There are 6 values in this database. If the value is 01 or 06, the program will refer to the table at 478EC8 to see which sound from the CAT file to play. 02 is special and bugged: I think the programmers intended the value to disable sound for that event but instead passes 00 to the play subroutine which means it will play the snakeman slither.--Morgan525 03:56, 4 March 2012 (EST)