the file starts with a 'TADA' signature (threating it as little endian -> 'ADAT', makes more sense), so these files seems to be in little endian byte order. From what platform is the Game (PC, PS3, ...) ?? Is audio_ims_data_01 the orginal file name ?
I tried to play the file as raw PCM using multiple frequency, resolution, channels and encoding (signed, unsigned) setting, just garbage !
So if it seems that some kind of compression is used, maybe ADPCM.
Also tried to searched for some header fields, like sampling rate in the first few bytes of the file, without success ! So it seems that atleast a fixed sample rate is used !
Don't think that modern games use raw PCM samples as encoding.
How many audio files are contained besides the uploaded file ?
By the looks of it, there are multiple files in here (duh). I see at least one more table other than the one near the beginning of the file but this time halfway (0x780800 or so...give or take).
EDIT: Yep, I was right. Definitely more tables spread out all over the archive. The parser starts freaking out if it detects a whole lot of zeroes in one area.
EDIT2: Well, I got it to play and it looks like you were in a sense right. It does sound like interleaved mono streams. BUT....I think we're looking at Rockstar's version of what we see with the Halo 3 - Reach stuff: sequences and banks.
This data is indeed XMA and just by looking at the stream in hex is pretty obvious. ;P
The original name of that track is stored in the container which can't be unpacked a of yet so i just did a cut from one TADA to the next. This should be a single music track containing lots of interleaved stemmed segments splitted into two mono tracks interleaved in the stream.
@bxaimc
I suspected it similar to halo reach and i even tried removing the zeroes between the two data sets but it still freaked out. I cannot find a solid interleaving in he file as well.
I noticed that on the file the xma flag FC038000 occurs when the next mono channel occurs in the file and that should indicate the interleave however extracting the first two mono channels using these FC038000 offsets and decoding they both don't match up when playing back. There also seem to be not a repeating pattern between these channels the interleaves are not consistent. This is one strange blocking rockstar uses.
There are two FC038000 flags which also indicates the proper stream starts of the track.