Re: MS-ADPCM specify Block align

Will <[email protected]>
Newsgroups gmane.comp.audio.sox
Message-ID <CAEv=b_NyFDiipU4CPV9uiY2ndhroUu38Qx52Z0ifBvSyXoeGeA@mail.gmail.com>
As a followup, I managed to achieve this using the libsox library and some
filthy hacks.

By starting a conversion chain, adjusting private parameters before
conversion, then fixing some headers, the results are identical to a
recompile of the sox library.

Code here: https://github.com/mon/2dxTools/blob/master/2dxWav.c

On 9 March 2017 at 15:21, Will <[email protected]> wrote:

> I'm using sox to convert audio files to a specific wav format required by
> a game, but am not finding success.
>
> The only difference I can see is the block size - the original game audio
> uses blocks of 256 bytes, whilst sox produces files using 2048 bytes.
>
> My uneducated guess here is that the game is using Microsoft's library for
> decoding:
> https://msdn.microsoft.com/en-us/library/windows/desktop/
> ee415711%28v=vs.85%29.aspx
>
> This specifies a maximum allowed SamplesPerBlock of 512 - with a block
> size of 2048 bytes, the file has 2036 samples per block.
>
> Is there a way to specify block size when converting to ADPCM? I tried
> several -C numbers but it doesn't seem to be used for ADPCM.
>

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