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. > ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, Slashdot.org! http://sdm.link/slashdot _______________________________________________ Sox-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/sox-users