here you go
BDL files have a LOT of properties unknown to me, but this converts all of the files you gave me, except those with mu-law codec (from AI folder). I can do these too.
Codemasters common .BDL audio archive
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Re: Codemasters common .BDL audio archive
New version. Moved to the first page for easier access. Now supports m-law too and all BDL versions that I have.
Let's call this new type of ADPCM, like Codemasters ADPCM.
Let's call this new type of ADPCM, like Codemasters ADPCM.
Re: Codemasters common .BDL audio archive
Great Job !daemon1 wrote:New version. Moved to the first page for easier access. Now supports m-law too and all BDL versions that I have.
Let's call this new type of ADPCM, like Codemasters ADPCM.
Now it's possible to hear samples in BDL files so we can create our own sounds if you could make a tool which rebuilds the BDL file with other samples.

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Re: Codemasters common .BDL audio archive
The program seems to work pretty well, but here's a couple things I found reviewing files for Dirt 2 and Dirt 3.
The samplerate should be 24,000 not 48,000
the 1024 element table looks like float32 RPM values.
the next table (about 200-400 elements, 8 bytes each), the final 4 bytes in each entry are a float32 number of seconds in the wav file used for looping. When you sample the wav file at these times the value is nearly the same (though not zero). The wav file should loop and stitch seamlessly if you splice together parts at these points.
After the audio data are a handful of 92-byte "Unnamed Loop" entries that index into the 200-400 element table. I guess these fields are start/end indexes but I'm not sure how they're used.
The samplerate should be 24,000 not 48,000
the 1024 element table looks like float32 RPM values.
the next table (about 200-400 elements, 8 bytes each), the final 4 bytes in each entry are a float32 number of seconds in the wav file used for looping. When you sample the wav file at these times the value is nearly the same (though not zero). The wav file should loop and stitch seamlessly if you splice together parts at these points.
After the audio data are a handful of 92-byte "Unnamed Loop" entries that index into the 200-400 element table. I guess these fields are start/end indexes but I'm not sure how they're used.
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Re: Codemasters common .BDL audio archive
hi all i workout how get audio out the bdl files you have use "Ego Audio Tool" but have chance the .bdl to .raw then open file in the Ego Audio Tool program u only need do 1 file as it will unpack all files the sound there but mix up u hear a bit as well do the soundbanks files if chance the bnk to raw then unpack them as well, the Ego Audio Tool need bit more work to it make sounds better but u hear them, i don't how get wav audio play in game have keep looking in text files see enable the wav files work as want do engine sounds and turbo louder. so using the codemasters.exe it make wav files do game pickup the wav file play them in game or do need edit text enable them work.