SOUN

Sound

Format

Count Subrecord Name Type Info
+ EDID Editor ID cstring  
+ OBND Object Bounds struct  
  FNAM Sound Filename cstring  
  RNAM Random Chance % uint8  
+ SNDD or SNDX Sound Data struct  
  ANAM Attenuation Points int16[5] Each int16 represents a separate point on an attenuation curve.
  GNAM Reverb Attenuation Control int16  
  HNAM Priority int32  

SNDD

Name Type Info
Minimum Attenuation Distance uint8 Multiplied by 5.
Maximum Attenuation Distancce uint8 Multiplied by 100.
Frequency Adjustment Percentage int8  
Unused byte  
Flags uint32 See below for values.
Static Attenuation cdB int16  
Stop Time uint8  
Start Time uint8  
Attenuation Point 1 int16 The first point on the attenuation curve.
Attenuation Point 2 int16 The second point on the attenuation curve.
Attenuation Point 3 int16 The third point on the attenuation curve.
Attenuation Point 4 int16 The fourth point on the attenuation curve.
Attenuation Point 5 int16 The fifth point on the attenuation curve.
Reverb Attenuation Control int16  
Priority int32  
X int32  
Y int32  

SNDX

Name Type Info
Minimum Attenuation Distance uint8 Multiplied by 5.
Maximum Attenuation Distancce uint8 Multiplied by 100.
Frequency Adjustment Percentage int8  
Unused byte  
Flags uint32 See below for values.
Static Attenuation cdB int16  
Stop Time uint8  
Start Time uint8  

SNDD / SNDX Flag Values

Value Meaning
0x00000001 Random Frequency Shift
0x00000002 Play At Random
0x00000004 Environment Ignored
0x00000008 Random Location
0x00000010 Loop
0x00000020 Menu Sound
0x00000040 2D
0x00000080 360 LFE
0x00000100 Dialogue Sound
0x00000200 Envelope Fast
0x00000400 Envelope Slow
0x00000800 2D Radius
0x00001000 Mute When Submerged
0x00002000 Start At Random Position