Tools: Add raw audio support to compress_sci
|Reported by:||SF/agf863||Owned by:||bluegr|
KQ5CD uses a raw audio resource file that isn't currently supported by compress_sci.
To implement this, 1. Recognize this file by it's size -- mine is from the (second?) King's Quest Collection 2. Get resource count, offsets, and sizes from AUDIO001.MAP (in the same directory as the audio file) 3. Use this information instead of header information to compress the audio resources and build the offset translation table 4. Adjust file position to account for padding of sounds to 2048 bytes
I also trivially modified detectData() to improve memory allocation consistency for the different resource types.
I assume there are other versions of this file for KQ5 with other sizes (I think there are versions for other languages on one of my collection CDs), and there may be other games that use raw audio. Once this patch is added it's easy to add support for other raw files, just recognizing each by it's size and using that to set parameters which are different from this KQ5 file (different MAP format or different sound sample format).
Ticket imported from: #3302317. Ticket imported from: patches/1463.
Change History (7)
comment:2 by , 9 years ago
|Summary:||Tools: Add KQ5 raw audio support to compress_sci → Tools: Add raw audio support to compress_sci|