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Inserter for ABKs - Sound format of NFS games. Based on decompiled code of "ABK_insert.exe" by id-daemon.

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CrabJournal/ABK_Insert

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About

This code is based on decompiled code of "ABK_insert.exe" by id-daemon. Some variables and labels are given names or where renamed, but here is the code mostly generated by decompiler. Original decompiled code is in orig.cs

Usage

Same as the original:

  • ABK_insert [ABK file] [wav file] [sample № to replace]
  • Use mono 16-bit files only.
  • SX.exe must be in the same folder.

What's new

2.0

  • Insert new sound in the end of BNK istead of end of ABK.
  • Size of inserted sound included in ABK total size.
  • BNK total size changing.
  • Added compatibility with NFS Underground (front-end SFX)

2.1

  • Some fixes in ABK_insert (16 bytes align, looplenght fix, deleting xa.raw after using)
  • Fixed SX crashes in cases when there was file with >19 characters name in same folder.

2.2

  • Compatibility improvement for Underground: added support for uncompressed PCM which is using in at least in engine sounds and skids in Underground.

3.0

  • Supporting S10A bank format and EA-XAS codec for Carbon+
  • Some little fixes

3.1

  • Improved XAS encoder
  • Old sound data now deletes from BNKl
  • Loop handing for S10A

Compatibility

+BNKl bank format (Underground - Most Wanted):

- EA-XA R2 codec (Underground - Most Wanted)

- uncompressed 16 bit PCM (Underground, ?)

+S10A bank format (Carbon+):

- EA-XAS codec

If you have found any compatibility issues, let me know.

Sound eXchange

This program is used in conjuction with Sound eXchange. Copyright (c) 2004 - 2022 Electronic Arts

About

Inserter for ABKs - Sound format of NFS games. Based on decompiled code of "ABK_insert.exe" by id-daemon.

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