No, I haven't yet. But I tried this and it works some of the time: take the offset of the end of the directory, which is where the audio data is supposed to start, and add the size of each internal sound (there is a flag to indicate whether or not the sound is here) in progression taking into account the padding (4 in my case). I wrote a small Lua script to parse the file. This worked with the sound effects (MAPS.SM0), but did not work with the voices (ENGLISH\MAPS.LM0), or at least there was some problem which I still need to figure out. I will do more experimentation with this.RonHayter wrote:Do you have any idea how the offsets to the sounds that are inside MAPS.SM0 are determined? I still haven't figured that out for Myst III.
About the GUI: I'm adding a feature that displays the currently playing segment in bold. If you have any feature requests I would like to hear them.
I would at least like to see a tutorial that describes the general use of my program, because it is a little bit complicated. And series- or game-specific tutorials would be awesome too!Mirrodin wrote:Sweet! I am still promising tutorials of the program. I'm still breaking down the tutorial structure so it may be a while before I post anything, But i'll be sure to link and give credit to all who are involved. If anyone has any suggestions on whether they'd like to see a game-specific tutorial series, or a general tutorial covering specific functions of the program (regardless of game), please feel free to comment! I haven't actually started writing them yet. but I will asap when I get some feedback from you guys!