PSound.aaf

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AudioRes/PSound.aaf is an AAF file which defines the game's sound system. It contains references to streamed and sequenced music files as well as data for sound effects and instruments.


Overview[edit]

This page describes the contents of PSound.aaf when converted with the Pikmin 2 SoundModdingToolkit.

Instruments

Found in the "AudioModding/IBNK(number)/include" folders, as "Inst_(number).json"
Defines instruments used by sequenced music and sound effects.


IBNK0

Defined by "AudioModding/IBNK0/ibnk.json".

Contains instrument data for sound effects brought over from Pikmin 1.

IBNK1

Defined by "AudioModding/IBNK1/ibnk.json".

Contains instrument data for sound effects created by Takahiro Watanabe.

IBNK2

Defined by AudioModding/IBNK2/ibnk.json.

Contains instrument data for sound effects created by Kazumi Totaka.

IBNK3

Defined by "AudioModding/IBNK3/ibnk.json".

Contains instrument data for sound effects created by Mitsuhiro Hikino.

IBNK4

Defined by "AudioModding/IBNK4/ibnk.json".

Contains instrument data for sequenced music created by Hajime Wakai.

IBNK5

Defined by "AudioModding/IBNK5/ibnk.json".

Contains instrument data for sequenced music created by Kazumi Totaka.

IBNK6 (Wii only)

Not currently extracted by the Toolkit, though can be with some minor tweaks to the initialization script.

Contains instrument data for Wii Home Menu sound effects. (advised to not be touched)

Wave System

Found in the "AudioModding/0/" or "AudioModding/WS_MainWSYS" folder
Defines sample data used by instruments.
GameCube Pikmin 2 has one main WaveSystem used for all music and sound effects. Wii Pikmin 2 has an additional smaller one for the Wii Home Menu.

manifest.json controls how many wScene (wave scene, control which samples are loaded at a given time) definitions are in the AAF.
wavetable.json controls information about the specific audio waves, such as sample rate, looping, and what type of sound it is (e.g. ADPCM4 or PCM16)
The scenes subfolder contains wScene definition jsons.

Sound Table

Contains allocations for all sounds, whether streamed music, sequenced music or sound effects.
In the AudioModding/SoundTable/includes folder, json definitions can be found for each category of sound.
There are six (seven in Wii) sound effects categories (1-6/7), one sequenced music category (10), and one streamed music category (11).
In the AAF, the categories are arranged 10, 11, 7 (Wii only), 6, 5, 4, 3, 2, 1.

Further info about categories 1-6 can be found on the sound effects list page.


Category 10

Category 10 contains entries for each sequenced music song in the game.
This part of the AAF is mostly overwritten by user/Totaka/BgmList.txt, which lists each BMS file's filename, and the volume of the music track. The game will usually refer to BMS files directly by filename instead of sound ID.

Category 11

Category 11 contains entries for each streamed music song in the game.
This part of the AAF is augmented by user/Totaka/StreamList.txt, which lists each AST file's internal name (defined in AudioRes/PSound.asn), the ID of the song (defined here in category 11) and the volume of the music track. The game loads AST files through the sound ID determined here.

Stream Table

This part of the AAF defines the file name of each AST file in the game.