Codemasters common .BDL audio archive

The Original Forum. Game archives, full of resources. How to open them? Get help here.
daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1766
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 38 times
Been thanked: 1212 times

Re: Codemasters common .BDL audio archive

Post by daemon1 » Tue Dec 22, 2015 9:28 pm

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.

daemon1
M-M-M-Monster veteran
M-M-M-Monster veteran
Posts: 1766
Joined: Tue Mar 24, 2015 8:12 pm
Has thanked: 38 times
Been thanked: 1212 times

Re: Codemasters common .BDL audio archive

Post by daemon1 » Sat Dec 26, 2015 8:32 am

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.

Tiger33
n00b
Posts: 10
Joined: Mon Feb 01, 2016 6:18 pm

Re: Codemasters common .BDL audio archive

Post by Tiger33 » Mon Feb 01, 2016 6:31 pm

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.
Great Job !

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. :)

hatchprime
ultra-n00b
Posts: 1
Joined: Mon Dec 19, 2016 6:21 am

Re: Codemasters common .BDL audio archive

Post by hatchprime » Tue Nov 28, 2017 9:10 am

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.

headrushmayor
beginner
Posts: 26
Joined: Mon Nov 29, 2010 5:03 am

Re: Codemasters common .BDL audio archive

Post by headrushmayor » Sun Jun 24, 2018 7:35 am

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.

Post Reply