Need For Speed Hot Pursuit Wii BNK/ADPCM

Codecs, formats, encoding/decoding of game audio, video and music
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Need For Speed Hot Pursuit Wii BNK/ADPCM

Post by CosmicDreams »

TXTH for vgmstream exists for music ADPCM files, but theres nothing for sound effects.

https://cdn.discordapp.com/attachments/502390544308109323/802260527442427935/fe.bnk Sample BNK.
https://cdn.discordapp.com/attachments/502390544308109323/802277751280631829/carsfx_00000000.adpcm ADPCM extracted from a BNK through vgmtoolbox.

Code: Select all

codec = DSP
sample_rate = @0x18:BE$4
channels = @0x20:BE$4
interleave = @0x0c:BE$4
coef_offset = 0x2c
coef_spacing = 0
coef_endianness = BE
start_offset = 0x50
num_samples = data_size

TXTH from DKDave.
The SFX ADPCM seems to be the same format as music mostly, so idk why it doesn't work with this TXTH.
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Need For Speed Hot Pursuit Wii BNK/ADPCM

Post by DKDave »

I can't remember that one!

The attached script will extract those fe.bnk files - no txth needed.
CosmicDreams
Posts: 100
Joined: Thu Sep 13, 2018 6:38 pm

Re: Need For Speed Hot Pursuit Wii BNK/ADPCM

Post by CosmicDreams »

DKDave wrote:I can't remember that one!

The attached script will extract those fe.bnk files - no txth needed.

Tysm!
fyi though, accidentally put a comma instead of a period for the file ext :P
DKDave
Posts: 136
Joined: Mon Nov 23, 2020 6:01 pm

Re: Need For Speed Hot Pursuit Wii BNK/ADPCM

Post by DKDave »

Yeah, you're right. Thanks. They still played anyway!