AGSC (File Format): Difference between revisions

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'''AGSC''' is the sound effect format for Metroid Prime and Metroid Prime 2: Echoes. Each AGSC file contains a group of sound effects. The first two Metroid Prime games utilize the MusyX audio engine created by Factor5 and as a result, AGSC files are essentially just embedded MusyX files.  
'''AGSC''' is the sound effect format for Metroid Prime and Metroid Prime 2: Echoes. Each AGSC file contains a group of sound effects. The first two Metroid Prime games utilize the MusyX audio engine created by Factor5 and as a result, AGSC files are essentially just embedded MusyX files.  


The audio codec used in AGSC is the standard GameCube DSP ADPCM codec.
The audio codec used in AGSC is the standard GameCube DSP-ADPCM codec, but MusyX itself also offers uncompressed PCM as an option.


{{researchmoderate
{{todo|Better descriptions for how SoundMacros work and a description for what each command does.}}
|reason=The proj chunk and the sdir chunk still need some reverse-engineering.
{{research|minor|The proj and sdir chunks have a couple unknowns left.}}
}}


__TOC__
__TOC__
Line 24: Line 23:
| 0x0
| 0x0
| '''D'''
| '''D'''
| '''Audio Directory'''. Always "Audio/." Zero-terminated.
| '''Audio Directory'''. Always "Audio/". Zero-terminated.
|-
|-
| 0x0 + D
| 0x0 + D
Line 50: Line 49:
|-
|-
| 0x4 + D
| 0x4 + D
| 2
| '''Group ID'''; 0xFFFF if unspecified
|-
| 0x6 + D
| 4
| 4
| '''Pool size'''
| '''Pool size'''
|-
|-
| 0x8 + D
| 0xA + D
| 4
| 4
| '''Project size'''
| '''Project size'''
|-
|-
| 0xC + D
| 0xE + D
| 4
| 4
| '''Sample size'''
| '''Sample directory size'''
|-
|-
| 0x10 + D
| 0x12 + D
| 4
| 4
| '''Sample directory size'''
| '''Sample size'''
|-
|-
| 0x14 + D
| 0x16 + D
| colspan=2 {{unknown|End of header}}
| colspan=2 {{unknown|End of header}}
|}
|}
Line 71: Line 74:
=== Pool ===
=== Pool ===


The Pool chunk denotes MusyX's "SoundMacros", small scripts that apply various effects and commands on the sounds in the game. The chunk first calls out a command ID then the parameters of that particular command, which varies.
The Pool chunk contains sub-chunk tables for SoundMacros, ADSR, keymaps, and layers, if applicable. It starts with a 16-byte header before the different data tables begin.
 
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''SoundMacros Offset''' (always 0x10)
|-
| 0x4
| 4
| '''Tables Offset'''
|-
| 0x8
| 4
| '''Keymaps Offset'''
|-
| 0xC
| 4
| '''Layers Offset'''
|-
| 0x10
| colspan=2 {{unknown|End of entry}}
|}
 
==== ObjectID ====


Every 4 bytes were originally little endian, but have been swapped to big endian in the AGSC files (despite not being longs). To read the data as originally formatted, every four bytes needs to be byte-swapped.
After this are four tables of objects. Each object is identified with a 16-bit '''ObjectID'''.
 
Factor5 designed ObjectIDs to used in a polymorphic manner. The top 2 bits of the ID are used
to differentiate between SoundMacros, Keymaps, and Layers. If the ID passes a mask of 0x4000,
the object is a ''Keymap''. If the ID passes a mask of 0x8000, the object is a ''Layer''.
Otherwise, the object is assumed to be a ''SoundMacro''. ''Tables'' don't require this type of
polymorphism due to the context in which they are accessed.
 
==== SoundMacros ====
 
The first Pool table denotes MusyX's '''SoundMacros''', small scripts that apply various effects on the sounds in the game.  Each macro is composed of a header followed by a number of commands; each command specifies its type through a single-byte command ID, then specifies the parameters of that particular command, which vary.
 
The header of each SoundMacro is eight bytes, and is structured as follows:
 
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Chunk Size''' ''(note: includes the size value itself)''
|-
| 0x4
| 2
| '''SoundMacro ObjectID'''
|-
| 0x6
| 2
| '''Padding'''
|-
| 0x8
| colspan=2 {{unknown|Commands begin}}
|}
 
On the commands, each 4 bytes were originally little endian, but have been swapped to big endian in the AGSC files (despite not being longs). To read the data as originally formatted, every four bytes needs to be byte-swapped. Each command is 8 bytes, and is structured as follows:


{| class="wikitable"
{| class="wikitable"
Line 92: Line 157:
|}
|}


The SoundMacro terminates when the END command is read.  The command ID for END is 0 and has null command arguments; start the next SoundMacro after reading it.  The entire chunk terminates when 0xFFFFFFFF is read.
The SoundMacro will continue with commands until it terminates when the END command is executed.  The command ID for END is 0 and has null command arguments; the next SoundMacro begins after reading it.  


These are the possible commands:
These are the possible commands:
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|-
|-
| 0x29
| 0x29
| UNTRAP_EVENT
| Event
| colspan="2" {{unknown|}}
| colspan="2" {{unknown|}}
| colspan="2" {{unknown|}}
|-
| 0x2A
| SEND_MESSAGE
| SEND_MESSAGE
| IsVar
| IsVar
| colspan="2" | Macro
| colspan="2" | Macro
| VID
| VID
| Varibale
| Variable
| colspan="2" {{unknown|}}
| colspan="2" {{unknown|}}
|-
|-
| 0x2A
| 0x2B
| GET_MESSAGE
| GET_MESSAGE
| Varibale
| Variable
| colspan="6" {{unknown|}}
| colspan="6" {{unknown|}}
|-
|-
| 0x2B
| 0x2C
| GET_VID
| GET_VID
| Varibale
| Variable
| PLAY_MACRO
| PLAY_MACRO
| colspan="5" {{unknown|}}
| colspan="5" {{unknown|}}
Line 420: Line 492:
| colspan="5" {{unknown|}}
| colspan="5" {{unknown|}}
|-
|-
| 0x34
| 0x36
| SETPRIORITY
| SETPRIORITY
| Prio
| Prio
| colspan="6" {{unknown|}}
| colspan="6" {{unknown|}}
|-
|-
| 0x35
| 0x37
| ADDPRIORITY
| ADDPRIORITY
| {{unknown|}}
| {{unknown|}}
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| colspan="4" {{unknown|}}
| colspan="4" {{unknown|}}
|-
|-
| 0x36
| 0x38
| AGECNTSPEED
| AGECNTSPEED
| colspan="3" {{unknown|}}
| colspan="3" {{unknown|}}
| colspan="4" | Time
| colspan="4" | Time
|-
|-
| 0x37
| 0x39
| AGECNTVEL
| AGECNTVEL
| {{unknown|}}
| {{unknown|}}
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| colspan="2" | Immediate
| colspan="2" | Immediate
| {{unknown|}}
| {{unknown|}}
|-
| 0x65
| SET_VAR
| Ctrl
| A =
| colspan="1" {{unknown|}}
| colspan="2" | Immediate
| colspan="2" {{unknown|}}
|-
|-
| 0x70
| 0x70
Line 673: Line 753:
| colspan="7" {{unknown|}}
| colspan="7" {{unknown|}}
|}
|}
After the last soundmacro, the table terminated by a value of 0xFFFF.
==== Tables ====
'''Tables''' have two functions: for defining curves for volume scaling, or to be used as ADSR envelopes.
The tables continue until 0xffffffff terminator is reached.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Chunk Size'''
|-
| 0x4
| 2
| '''Table ObjectID'''
|-
| 0x6
| 2
| '''Padding'''
|-
| Chunk Size
| colspan=2 {{Unknown|ADSR/Curve data}}
|}
===== ADSR =====
When the size of the table data is exactly 8, it may represent ADSR envelopes with this structure:
'''Note:''' All fields of the envelope are ''little endian''.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 2
| '''Attack time'''; in milliseconds
|-
| 0x2
| 2
| '''Decay time'''; in milliseconds
|-
| 0x4
| 2
| '''Sustain'''; percentage mapped between [0x0,0x1000]
|-
| 0x6
| 2
| '''Release time'''; in milliseconds
|-
| 0x8
| colspan=2 {{unknown|End of ADSR}}
|}
===== DLS ADSR =====
MusyX can also express more advanced envelopes using a modified [[wikipedia:DLS format|DLS]] representation.
This representation includes scaling coefficients to respond to played note and velocity
(so slamming down a key harder plays longer).
The attack and decay members are expressed in ''time-cents''. This may be converted to seconds using:
<code>2<sup>timecents / (1200.0 * 65536.0)</sup></code>
The attack and decay scale members are expressed as 0.1% increments in 16.16 fixed-point.
This may be converted to a normalized factor using:
<code>scale / (1000.0 * 65536.0)</code>
'''Note:''' All fields of the envelope are ''little endian''.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Attack time'''; in time-cents
|-
| 0x4
| 4
| '''Decay time'''; in time-cents
|-
| 0x8
| 2
| '''Sustain'''; percentage mapped between [0x0,0x1000]
|-
| 0xA
| 2
| '''Release'''; in milliseconds
|-
| 0xC
| 4
| '''Velocity to Attack Scale'''; 0.1% increments as 16.16 fixed-point
|-
| 0x10
| 4
| '''Key to Decay Scale'''; 0.1% increments as 16.16 fixed-point
|-
| 0x14
| colspan=2 {{unknown|End of DLS ADSR}}
|}
===== Curves =====
To express a volume curve, the table data is simply an arbitrarily-sized table of <code>uint8_t</code> values (although typically in MIDI range [0,127])
==== Keymaps ====
'''Keymaps''' are swappable, fixed-length tables mapping 128 MIDI keys to sound-producing objects.
The keymaps continue until 0xffffffff terminator is reached.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Chunk Size'''; (usually 0x1032)
|-
| 0x4
| 2
| '''Keymap ObjectID'''
|-
| 0x6
| 2
| '''Padding'''
|-
| Chunk Size
| colspan=2 {{Unknown|128 Keymap entries}}
|}
===== Keymap Entry =====
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 2
| '''ObjectID'''
|-
| 0x2
| 1
| '''Transpose'''
|-
| 0x3
| 1
| '''Pan'''
|-
| 0x4
| 1
| '''Priority Offset'''
|-
| 0x8
| colspan=2 {{Unknown|Padded to 8 bytes}}
|}
==== Layers ====
'''Layers''' are one-to-many, ranged keyboard mappings to sound-producing objects.
The layers continue until 0xffffffff terminator is reached.
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Chunk Size'''
|-
| 0x4
| 2
| '''Layer ObjectID'''
|-
| 0x6
| 2
| '''Padding'''
|-
| Chunk Size
| colspan=2 {{Unknown|Layer data}}
|}
===== Layer Data =====
Within the layer data, there is a '''u32 count''' of layer range structs:
{| class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 2
| '''ObjectID'''
|-
| 0x2
| 1
| '''Key Lo'''
|-
| 0x3
| 1
| '''Key Hi'''
|-
| 0x4
| 1
| '''Transpose'''
|-
| 0x5
| 1
| '''Volume'''
|-
| 0x6
| 1
| '''Priority Offset'''
|-
| 0x7
| 1
| '''Surround Pan'''; (0: extreme forward, 64: center, 127: extreme rearward)
|-
| 0x8
| 1
| '''Pan'''; (0: extreme left, 64: center, 127: extreme right)
|-
| 0xC
| colspan=2 {{Unknown|Padded to 12 bytes}}
|}
The entire Pool chunk is terminated by a value of 0xFFFF.


=== Project ===
=== Project ===


The Project properties chunk contains values for the sounds, including priority, polyphony, volume, etc.
The Project properties chunk contains values for the sounds, including priority, polyphony, volume, etc.
Structurally, the Project is the root of the Audio Group tree, defining one or more ''Song Groups'' or ''SFX Groups''
{|class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 4
| '''Group end offset''' (points to next group in project)
|-
| 0x2
| 2
| '''Group ID'''
|-
| 0x4
| 2
| '''Group Type'''; 0 for SongGroup (for use with [[CSNG (File Format)|CSNG]]), 1 for SFXGroup.
|-
| 0x8
| 4
| '''SoundMacro ID table offset'''
|-
| 0xC
| 4
| '''Sample ID table offset'''
|-
| 0x10
| 4
| '''Tables table offset'''
|-
| 0x14
| 4
| '''Keymaps table offset'''
|-
| 0x18
| 4
| '''Layers table offset'''
|-
| 0x1C
| 4
| '''Normal page table''' (SongGroup) / '''SFX table offset''' (SFXGroup)
|-
| 0x20
| 4
| '''Drum page table offset''' (SongGroup)
|-
| 0x24
| 4
| '''MIDI Setup table offset''' (SongGroup)
|-
| 0x20
| colspan=2 {{unknown|End of group header}}
|}
After the header are a number of data tables.
==== SoundMacro ID Table ====
This is a ranged-table of shorts; there's no count value, so it's terminated with a value of 0xFFFF. It's a list of SoundMacro IDs present in the file. Contiguous ranges are expressed by IDs with most-significant bit set (0x8000). The range begins on the marked ID and incrementally reaches the next ID in the list, including that ID. All other IDs are singular.
==== Sample ID / Table / Keymap / Layer Tables ====
These function the same way as the SoundMacro ID table, but indexes other types of entities instead.
'''Note:''' Keymap and Layer IDs in these tables have their top 2 bits (indicating their type) masked off.
Keymaps must be OR'd with 0x4000 and Layers must be OR'd with 0x8000 in order to reconstruct the actual IDs.
==== Normal / Drum Page Entry ====
Used to map [https://www.midi.org/specifications/item/gm-level-1-sound-set General MIDI program numbers] (instruments)
to sound entities (macros, keymaps, layers)
{|class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 2
| '''ObjectID'''
|-
| 0x2
| 1
| '''Priority'''; voices are limited, so priority is used to play more important sounds over others
|-
| 0x3
| 1
| '''Max number of voices'''
|-
| 0x4
| 1
| '''GM Program Number'''
|-
| 0x5
| 1
| '''Padding'''
|}
'''Note:''' The drum table is accessed when the MIDI channel is 10, otherwise the normal table is accessed.
==== SFX Entry ====
Used to map auto-generated <code>#define</code> IDs (used by game code) to sound entities (macros, keymaps, layers)
This table begins with a 16-bit count value, then 16 bits of padding. Each entry in the table is 10 bytes.
{|class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 2
| '''DefineID'''; referenced by game code
|-
| 0x2
| 2
| '''ObjectID'''
|-
| 0x4
| 1
| '''Priority'''; voices are limited, so priority is used to play more important sounds over others
|-
| 0x5
| 1
| '''Max number of voices'''
|-
| 0x6
| 1
| '''Definite Velocity'''; volume (usually 7F)
|-
| 0x7
| 1
| '''Panning'''
|-
| 0x8
| 1
| '''Definite Key'''; The default pitch - usually 0x3C (MIDI C4)
|-
| 0x9
| 1
| '''Padding'''
|}
==== MIDI Setup Entry ====
Table of fixed-length tables to map all 16 MIDI channels to program numbers
(in-turn resolving to sound entities via the page table).
Multiple MIDI Setups may be created to support Song data requiring totally different
banks of instruments.
Each MIDI Setup starts with a u16 '''MIDI-Setup-ID''', then 16-bits padding, then 16 entries of the following structure (one for each channel):
{|class="wikitable"
! Offset
! Size
! Description
|-
| 0x0
| 1
| '''Program Number'''
|-
| 0x1
| 1
| '''Volume'''
|-
| 0x2
| 1
| '''Panning'''
|-
| 0x3
| 1
| '''Reverb'''
|-
| 0x4
| 1
| '''Chorus'''
|}
MIDI setups continue until the ''group end offset'' is reached.


=== Sample ===
=== Sample ===
Line 697: Line 1,200:
| 0x0
| 0x0
| 2
| 2
| '''Sound ID''' (note: not 100% confirmed)
| '''Sound ID'''
|-
|-
| 0x2
| 0x2
| 2
| 2
| Padding.
| '''Padding'''; always 0
|-
|-
| 0x4
| 0x4
Line 712: Line 1,215:
|-
|-
| 0xC
| 0xC
| 2
| 1
| {{unknown|'''Unknown'''; appears to always be 0x3C00}}
| '''Base Note'''; Corresponds to the MIDI note played in the sample, at the native sample-rate (which MusyX obtains from the INST chunk of .aiff files or SMPL chunk of .wav files, along with looping info). To play at a specified pitch in [[wikipedia:Cent (music)|cents]], set the playback sample rate using this formula: <code>sampleRate * 2<sup>((pitch - baseNote * 100) / 1200.0)</sup></code>
|-
| 0xD
| 1
| '''Padding'''; always 0
|-
|-
| 0xE
| 0xE
Line 720: Line 1,227:
|-
|-
| 0x10
| 0x10
| 4
| 1
| '''Audio format''' <ol start="0"><li>DSP-ADPCM</li><li>DSP-ADPCM (Drum Sample)</li><li>PCM</li><li>N64-VADPCM (Legacy Format)</li></ol>
|-
| 0x11
| 3
| '''Number of samples'''
| '''Number of samples'''
|-
|-
Line 750: Line 1,261:
| 0x0
| 0x0
| 2
| 2
| {{unknown|'''Unknown'''}}
| {{unknown|'''Unknown'''; always 8}}
|-
|-
| 0x2
| 0x2
| 1
| '''Initial predictor/scale''' (matches first frame header)
|-
| 0x3
| 1
| '''Loop predictor/scale''' (matches loop start frame header)
|-
| 0x4
| 2
| 2
| {{unknown|'''Unknown'''}}
| '''Loop context sample history 2'''
|-
|-
| 0x4
| 0x6
| 4
| 2
| {{unknown|'''Unknown'''}}
| '''Loop context sample history 1'''
|-
|-
| 0x8
| 0x8
Line 770: Line 1,289:
== Tools ==
== Tools ==


* [https://drive.google.com/file/d/0B9MLV21H7SDvemgwN1daYnliSjA/view?usp=sharing Prime Audio Decoder] by Parax will dump all sound effects contained in a given AGSC file.
* [https://drive.google.com/file/d/0B9MLV21H7SDvemgwN1daYnliSjA/view?usp=sharing Prime Audio Decoder] by Aruki will dump all sound effects contained in a given AGSC file.


[[Category:File Formats]]
[[Category:File Formats]]
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