User:MrSinistar/Sandbox

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AGSC uses MusyX data for the audio engine. Each sound has it's own "SoundMacro" and properties. The pool chunk is where the soundmacros are located. SoundMacros are small scripts that control how sounds are played in game, like pitch or vibrato or fade outs. Here's a description of the pool chunk:

Offset Size Description
0x0 4 Header size Looks like it's always 10
0x10 4 Macro size
0x14 2 Macro ID
0x18 Macro data, needs more research


STRG Commands are similar to CSS syntax. A ; terminates the command. & begins the command, so for example, &just=center;

Command Value Description
just center Justifies text
image SI,0.70,0.68,TXTR ID Displays an image. SI = Single Image? S,T and finally TXTR ID. Animation = SA, Animation Speed, S,T, TXTR ID, TXTR ID
main-color Hex Color Code Changes color of text.



SCLY Audio Object

Offset Size Description
0x0 1 SCLY Byte 0x14 denotes sound
0x1 N Sound name; zero-terminated
Offset Size Description
0x0 4 Maximum Distance (float)
0x4 4 Maximum Volume (float)
0x8 4 Minimum Volume (float)
0xC 4 Volume Push (float) 0.0 = linear -> 1.0 = square
0x10 4 Group ID (by default FXID / 0x80000000) used to do volume priorities for continous emitters
0x14 6 Padding?
0x1A 2 Sound Effects ID index number for ATBL
0x1B 1 Studio
0x1C 2 Volume Level Control Used during continous emitter allocation process
0x1F 2 Padding?
0x21 4 Fade Used to fade-in of continous emitters
0x25 Misc data, needs more research





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