Unreal Engine SoundNodeWave: Difference between revisions

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* [http://wikitest.nexusmods.com/index.php/Sound_Files_-_XCOM:EU_2012#SoundNodeWave SoundNodeWave details]
* [http://wikitest.nexusmods.com/index.php/Sound_Files_-_XCOM:EU_2012#SoundNodeWave SoundNodeWave details]
* [https://wiki.beyondunreal.com/UE3:SoundNodeWave_(UDK) UE3:SoundNodeWave (UDK)]
* [https://wiki.beyondunreal.com/UE3:SoundNodeWave_(UDK) UE3:SoundNodeWave (UDK)]
* [https://www.gildor.org/smf/index.php/board,22.0.html UE game localization and modding]
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Revision as of 23:42, 1 May 2021

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SoundNodeWave

  • Format Type : Audio / Text / Misc
  • Endian Order : Little Endian


Format Specifications

// A Story About My Uncle (PC Steam)
// SoundNodeWave file format (Unreal Engine 3)
// Version: 868
// Engine version: 12097
// Cooker version: 136 


4 bytes (uint32) - file ID number


// UE3 properties
num_of_properties *
{
   // Note: name ID mapping can be found in "NameTable.log"
   // after using "UPKunpack.exe" tool
   // Mapping can be different for each game

   // Note: "None" property should be the last one

   8 bytes (uint64) - property name ID   // 2 - bLoopingSound
                                         // 3 - bManualWordWrap
                                         // 14 - Duration
                                         // 19 - LocalizedSubtitles
                                         // 45 - None
                                         // 46 - NumChannels
                                         // 49 - RawPCMDataSize
                                         // 51 - SampleRate
                                         // 54 - SourceFilePath
                                         // 55 - SourceFileTimestamp
                                         // 58 - Subtitles
   8 bytes (uint64) - property type ID   
   8 bytes (uint64) - property length
   x bytes - property data
       // Data depends on property type, for example:
       // for bLoopingSound = 1 byte (bool), e.g. false
       // for bManualWordWrap = 1 byte (bool) e.g. true
       // for Duration = 4 bytes (float) e.g. 15.69950
       // for NumChannels = 4 bytes (uint32) e.g. 2
       // for SampleRate = 4 bytes (uint32) e.g. 48000
       // for RawPCMDataSize = 4 bytes (uint32)
       // for Subtitles = x bytes
       // for LocalizedSubtitles = x bytes
       // for SourceFilePath = x bytes (string + null)
       //
       // for SourceFileTimestamp = x bytes
       //       4 bytes (uint32) - timestamp length
       //       x bytes (string) - timestamp e.g. "2014-04-14 12:01:51"
       //       1 byte - null
       //
       // for None = x bytes
       //       8 bytes (uint64) - nulls
       //       4 bytes (uint32) - nulls
       //       4 bytes (uint32) - pointer1?
       //       4 bytes (uint32) - nulls
       //       4 bytes (uint32) - audio compressed size
       //       4 bytes (uint32) - audio uncompressed size
       //       4 bytes (uint32) - pointer2?
       //       x bytes - OGG audio data
       //       x bytes - unknown
       //
       // for Subtitles = x bytes
       //       4 bytes (uint32) - number of subtitle entries
       //       num_of_entries *
       //       {
       //           x bytes - unknown
       //           4 bytes (uint32) - string size
       //           x bytes (string) - string entry
       //           x bytes - unknown
       //       }

}

MultiEx BMS Script

Not written yet.

Notes and Comments

  • This file format is commonly used in Unreal Engine games.

Games

List of games using this file format:

  • A Story About My Uncle
  • Killer is Dead
  • Many more...

Compatible Programs

See Also