5.1 KiB
WEM format accepted by Arkham City (Wwise 2011.1, Vorbis)
Derived from the game's WEMs; ackit verify / tests/test_realgame.py rebuild them byte-for-byte from these rules
alone. Checked on every WEM of the 5 speech WADs: 54,079 of 54,080 are identical; the exception (INT
FE9963E8:74) differs only in the informational avg-bytes/s field (one lower than the formula below). In SFX
626 of 651 are identical; the others are 14 music tracks whose seek table follows another placement (one entry per
1,024-1,103 samples), 5 music tracks whose sample count exceeds what their packets hold, and 6 4-channel
ambience WEMs with a smpl (loop) chunk. These rules are not needed to write sounds the game plays (replaced
music, built with the rules here, is heard in game: ackit verify --ingame), only to reproduce those originals.
RIFF layout
RIFF size WAVE, then fmt (0x42 bytes), optional LIST + cue (659 WEMs), LIST + cue + smpl (1 WEM),
cue (18 WEMs), cue + smpl (3 WEMs), smpl (41 WEMs), data.
Odd-sized data chunks are not padded.
fmt (0x42)
| off | type | value |
|---|---|---|
| 0x00 | u16 | 0xFFFF (Wwise Vorbis) |
| 0x02 | u16 | channels (1,2,3,4,5,6 seen) |
| 0x04 | u32 | sample rate |
| 0x08 | u32 | avg bytes/s = (data_len - seek_size) * rate // total_frames |
| 0x0C | u16,u16 | 0, 0 |
| 0x10 | u16 | cbSize 0x30 |
| 0x12 | u16 | valid bits (16 or 24 = source bit depth, informational) |
| 0x14 | u32 | channel mask (mono 0x4, stereo 0x3, quad 0x33, 5.0 0x37, 5.1 0x3F) |
| 0x18 | 42 B | AkVorbisInfo (below) |
AkVorbisInfo (fmt+0x18)
| off | type | field | rule |
|---|---|---|---|
| 0x00 | u32 | dwTotalPCMFrames | sample count |
| 0x04 | u32 | dwLoopStartPacketOffset | 2 + setup_len (relative to end of seek table) |
| 0x08 | u32 | dwLoopEndPacketOffset | data_len - seek_size |
| 0x0C | u16 | uLoopBeginExtra | 0 |
| 0x0E | u16 | uLoopEndExtra | = uLastGranuleExtra |
| 0x10 | u32 | dwSeekTableSize | bytes (4 per entry) |
| 0x14 | u32 | dwVorbisDataOffset | seek_size + 2 + setup_len |
| 0x18 | u16 | uMaxPacketSize | max audio packet payload |
| 0x1A | u16 | uLastGranuleExtra | sum(packet samples) - total_frames (< blocksize) |
| 0x1C | u32 | dwDecodeAllocSize | see "decode alloc" — must be right (too small = NULL write crash) |
| 0x20 | u32 | dwDecodeX64AllocSize | alloc + 8*nbooks + 40 + 52*nfloors (fit; unused by 32-bit game) |
| 0x24 | u32 | uHashCodebook | FNV-1 32 of the stripped setup bytes; codec-setup cache key |
| 0x28 | u8,u8 | uBlockSizes | log2 short, log2 long |
data chunk
[seek table: N x {u16 granule delta, u16 byte delta}]
[u16 setup_len][stripped setup packet]
[u16 len][audio packet] ...
- Seek points: walk packets; point at the first packet whose end granule >= previous point + interval (8192 for SFX/speech; music uses 1024 or other per-sound values). Byte offsets are relative to the setup start (end of seek table).
- No identification/comment headers (rebuilt from fmt).
Stripped setup ("external codebooks")
Standard Vorbis setup with: no \x05vorbis header; codebook count (8b), then each codebook as a
10-bit ID into the built-in library; no time-domain section; floor type field removed (always 1);
residue type 2 bits; mapping type removed; mode window/transform type removed. See
ackit/wwvorbis.py:transcode_setup (bidirectional).
Codebook library: the game's table (runtime 0x0158E748, 598 books) is byte-identical to ww2ogg's
standard packed_codebooks.bin (ackit/data/game_codebooks.bin). Wwise 2011.2.x uses the aoTuV 6.03
library instead — same IDs, different books — which is why files from the newer encoder decode to
garbage/silence in this game.
Stock libvorbis (1.3.7, in ffmpeg and in the libsndfile wheels ackit uses) setups map onto this library for all tested rates with 1/2/4/5 channels, and for 6 channels up to 32 kHz (its 5.1 books at 44.1/48 kHz are newer than the game). At 24 kHz q>=5 needs a book not in the library. The encoder probes and picks a compatible quality.
Audio packets
- Blocksizes differ (e.g. 256/2048): "modified" packets — packet-type bit and the long-window prev/next flags are removed (mode number stays first).
- Equal blocksizes (512/512, 1024/1024): standard Vorbis packets (type bit kept).
- 2-byte size header, no granule.
Decode alloc (dwDecodeAllocSize)
0x30 + parser allocations + 4*nbooks + 8, every allocation rounded up to 4 bytes. Parser
allocations (Tremor-lowmem derived, ackit/allocsize.py):
- codebooks:
nbooks*0x3C+ per book: decode table (used<2or nodeb==4:used*8+4, elsealign4((used*(leafw+1)-2)*nodeb)) + for dec_type 2 the quantized values (align4(quantvals)oralign4(2*quantvals)). - floors:
nfloors*0x24+ per floora4(parts) + a4(11*(maxclass+1)) + a4(2*(posts+2)) + a4(posts+2) + 2*a4(posts). - residues:
nres*0x1C+ per residuea4(ncls) + 8*ncls. - mappings:
nmaps*0x14+a4(2*coupling_steps)+a4(channels)if submaps>1 +a4(2*submaps). - modes:
a4(2*nmodes). Exact on all 24 setups the game ships; in-game test E10 used a new setup with computed values.