Mod Archive Forums Mod Archive Forums
Advanced search  

News:

Please note: Your main modarchive.org account will not work here, you must create a forum account to post on the forums.

Pages: [1]   Go Down

Author Topic: WAV Header specifications  (Read 5594 times)

0 Members and 1 Guest are viewing this topic.

Eagle

  • Citizen of Pieland
  • **
  • Offline Offline
  • Posts: 416
  • Technique Fanatic
    • View Profile
    • Eagle's pulsonal website.
WAV Header specifications
« on: September 27, 2006, 13:03:59 »

I am programming a few console programs that makes WAVE audio. However, I don't know anything about sample headers (nor do I have much luck on finding any) and all my samples are loaded into ModPlug Tracker as pure audio data after a manual repairing configuration while other programs simply terminate.

Basicly, I need some documentation that explains the binary offsets of the WAVE header and what those bytes do. Then you may see a nice GUI chip editor in the future and I may start to hex-edit my samples more effectivelly. :)
Logged
Collecting trackers and sequencers since 2006!

Saga Musix

  • TMA Moderator
  • Too much pie
  • *****
  • Offline Offline
  • Posts: 2502
  • I love OpenMPT! And Modules! And TMA! And Pie! :>
    • View Profile
    • Saga Musix - free module music and more!
WAV Header specifications
« Reply #1 on: September 28, 2006, 21:04:19 »

you can have a look at the sourcecode of my program vChip (i bet you already know it). there is somewhere the structure of the wav header in a subprogram.
Logged
» My TMA artist profile
» Visit my music site: https://sagamusix.de/ [de, en]
» Visit my programming website: https://sagagames.de/ [de]
» Open ModPlug Tracker

Eagle

  • Citizen of Pieland
  • **
  • Offline Offline
  • Posts: 416
  • Technique Fanatic
    • View Profile
    • Eagle's pulsonal website.
WAV Header specifications
« Reply #2 on: September 29, 2006, 09:58:38 »

Yeah, I could do that. :)

However, I still need to know how the WAVE Header works. But I guess I could still use your source code to figure out roughly how WAVE works. Although, I'm not a fan of scanning pages of codes I have not written myself or lacks comments.

Websearches gives little results. Maybe if I check http://www.programmersheaven.com?
Logged
Collecting trackers and sequencers since 2006!

Eagle

  • Citizen of Pieland
  • **
  • Offline Offline
  • Posts: 416
  • Technique Fanatic
    • View Profile
    • Eagle's pulsonal website.
WAV Header specifications
« Reply #3 on: September 29, 2006, 10:06:57 »

Yup, checking http://www.programmersheaven.com was a good idea. Just like when I needed to find out how to program a MOD player (which I currently can program a simple console program that reads in sample names and other simple text info at the moment), I found the kind of documentation I needed. :thumbup:
Logged
Collecting trackers and sequencers since 2006!

Saga Musix

  • TMA Moderator
  • Too much pie
  • *****
  • Offline Offline
  • Posts: 2502
  • I love OpenMPT! And Modules! And TMA! And Pie! :>
    • View Profile
    • Saga Musix - free module music and more!
WAV Header specifications
« Reply #4 on: September 29, 2006, 21:08:06 »

well, i didn't write the WAV spaces myself, too. they are from an old QBasic program and i'm quite happy with em.
Logged
» My TMA artist profile
» Visit my music site: https://sagamusix.de/ [de, en]
» Visit my programming website: https://sagagames.de/ [de]
» Open ModPlug Tracker
Pages: [1]   Go Up