by Leftos on Thu Aug 02, 2012 10:54 am
When you say it might be the bits? There's no 10-bit encoding, as far as I know, and from the Wikipedia article on AU file formats, 10 corresponds to 8-bit fixed-point encoding, instead of the linear PCM 8-bit unsigned.
If this is right, it means each audio sample had a value of 0 to 255, and now has a value of 0.0 to 1.0. But something tells me it's not as simple as multiplying by 256, because the jukeboxmusic.bin file is orders smaller than the one in 2K9, which used Stereo 48000Hz audio. My guess is that since 2K10 (when the song and commentary quality deteriorated so that the game could still fit in a dual-layer DVD), the sample rate is not even 44100Hz, even though what can be mistaken as a header says so. I'd be guessing the sound is mono, and at an even lower sample rate, such as 22050Hz.
Or it could be just pretty much any other audio codec, and my research is nowhere near what the game is really doing.
The whole clue that got me to the AU format, is the fact that the game used to use raw PCM audio, and that the NBA2K12.exe has some "AUAUDIO" strings in it.
Unless we can try pretty much every raw encoding out there at every possible combination of sample rates and channels, I don't think we'll be finding something out.
They're not using something proprietary, that's all I can guess. One, I don't think 2K went as far as to create its own audio codec, and two, they haven't licensed ANY audio technology, because otherwise it would be credited in the Readme or the Manual and in the bootup sequence (just like Bink, Fraunhofer IIS (for MP3), and others).
Eleftherios "Leftos" Aslanoglou
NBA 2K AI Software Engineer
Visual Concepts Entertainment / 2K Sports
Used to be "That Tools Guy" around here during the good ol' days. Although you probably remember me as your favorite Podcast host.