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8SVX Samples

The game’s sound effects are stored as IFF 8SVX chunks, embedded in bcdfu without a containing FORM wrapper. The raw chunks appear at offset 0x020156.

Chunk Size Content
8SVX 4 Type ID
VHDR 20 OneShot=9872, Repeat=0, Volume=32
NAME 20 sky.explosion
ANNO 20 Audio Master
BODY 9,872 8-bit PCM sample data
Offset Size Type Description
0x00 4 uint32 oneShotHiLo (total sample length)
0x04 4 uint32 repeatHiLo (loop start)
0x08 2 uint16 samplesPerSec (playback rate)
0x0A 2 uint16 volume (0–64, default 32)
0x0C 1 uint8 numVoices (0 = use all)
0x0D 1 uint8 padding
0x0E 2 uint16 numOctaves (for instrument use)

Beyond the 8SVX chunks in bcdfu, bcdfa holds a raw signed-8-bit PCM effect sound bank (10 samples, byte-identical to 14 DOS clipper.clp sound entries), and the bcdfb–bcdfn monster files each end with a raw PCM sound bank. See bcdfa and bcdfb–bcdfn.