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SOUND.DAT

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The game's audio bank. Top-level .ins (VAB instrument headers) and .es (engine/event sound definitions) files drive the sound engine, while 249 numbered _samples/ folders each hold one sound bank's raw waveform data as paired .adpcm (PlayStation ADPCM audio) and .wav files.

4076 files · 249 subfolders · 5 file types

Extension Count What it is
.adpcm 1913 PlayStation ADPCM — compressed audio sample.
.wav 1913 Uncompressed PCM audio sample.
.es 246 Engine/event sound definition.
.ins 3 VAB instrument header (sound engine patch data).
.txt 1 Plain-text index or manifest (GTExplorer metadata, not a game asset).

Structure

Files here (250) — click to expand - `003.es` → `248.es` (246 files) Other files: `000.ins`, `001.ins`, `002.ins`, `manifest.txt`
000_samples/ → 248_samples/ — 249 folders Each folder follows the same pattern. Example — contents of `000_samples/`: **Files here (58):** - `sample_000.adpcm` → `sample_028.adpcm` (29 files) - `sample_000.wav` → `sample_028.wav` (29 files) *(file count per folder ranges 8–122 across the 249 folders)*

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