8SVX Samples
8SVX Samples
Section titled “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.
Example — sky.explosion
Section titled “Example — sky.explosion”| 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 |
The VHDR chunk
Section titled “The VHDR chunk”| 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) |
Effect sound banks
Section titled “Effect sound banks”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.