Will
2017-03-09 05:21:32 UTC
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.
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.