Open ivanpopelyshev opened 8 years ago
According to quickbms script for unity, $NAME$.assets file can reference $NAME$.resources file.
Here's an example from a U5 sharedassets1.assets file (standalone game) :
0 AudioClip Base
1 string m_Name = "ui_menu_click"
0 int m_LoadType = 1
0 int m_Channels = 1
0 int m_Frequency = 44100
0 int m_BitsPerSample = 16
0 float m_Length = 1.500000
1 bool m_IsTrackerFormat = false
0 int m_SubsoundIndex = 0
0 bool m_PreloadAudioData = true
0 bool m_LoadInBackground = false
1 bool m_Legacy3D = true
0 StreamedResource m_Resource
1 string m_Source = "sharedassets1.resource"
0 UInt64 m_Offset = 0
0 UInt64 m_Size = 132416
1 int m_CompressionFormat = 0
1 stands for 4-byte alignment after a field. m_Offset and m_Size both are in bytes. In case of a U5 web player game, it usually looks like this : "archive:/resources.assets". There are some bundle files for standalone games that have path names that treat the bundle's name like a folder name like this:
archive:/CAB-cd49bb0197cf41d663ae791708cd5b95/CAB-cd49bb0197cf41d663ae791708cd5b95.resource
I use the FMOD lowlevel API to play the sound bank in NRT (non-realtime) and play it to a PCM-16 .wav file. I don't know if there are any Java wrappers. As far as I know, all of these sound banks only contain one sound.
The .resource file used to be called .resS and disunity works fine with it. For now you can just try renaming it.
In "creativerse" game audio files from "resources.assets" are linked to "resources.resources" binary file through "m_Resource" field. Need to add it as a child binary file.