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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daemon1
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daemon1
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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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hatchprime
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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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headrushmayor
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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.
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dongvanhung
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Re: Codemasters common .BDL audio archive
Hi @daemon1,daemon1 wrote: ↑Sun Dec 20, 2015 9:48 pmWhat do you plan to do with these sounds?Ferrari formula 1 wrote:Well,I never really succeded in looping theese but I will try again
In addition to 4 audio samples, these BDL files contain a lot of tables. Such as 1024-elements table of RPMs, 8 to 14 tables with values about 0.9 - 1.4, and some more. I think they are using some advanced techniques to mix small parts of these samples to loop them into the engine sound needed. At least something similar was going on in NFS.
Now the samples you sent now are all the same type: 4 engine sounds each, but those inside AI & splitscreen folders are simply encoded with mu-law. While All in the root are in this special ADPCM codec. Let's see what can I do with these now.
How i can read 1024-elements table of RPMs as you said, because .bdl file are encoded, how i can decode and view the value of RPM table ?
Thanks
