Music converter, PLEASE HELP!

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RE: Now that's what I wanted to see.

[font size=1" color="#FF0000]LAST EDITED ON May-11-00 AT 07:03AM (GMT)[p]>GAP uses a linear byte read-and-compare to find
>files within other files. As soon as it locates
>a header string it checks for validity and then
>marks the location within the file for further
>use.
>

I don't understand something... How can it locate the ACM header by doing a read/compare if they're GZipped/Zlibbed? I mean, every start will be different!
The only way that I can think of is checking the Directory Tree on the DAT and there you can locate all the ACM offsets on the DAT...


>What I'm asking is if you or the guy who made
>ACM2WAV have the actual ACM specs (as in the
>decompression algorithm).

No body knows the Interplay ACM format... At this time we just know the 4 bytes long header, the stereo/mono values and the bits (or bytes, don't remember) per sampling rates, that is 22050 or 11025 for ACMs.
When I asked Return 0; if he knew anything about the ACM file format he just said me "I don't know".
Serge checked the ACM2WAV codes and he said (the great rumour ;) that the compression algorithm is very similar to MPEG Layer-1 encoding algorithms.

Nothing else, and the worse is that no one is researching on ACM files...


>GAP only has a section, written in assembly,
>which does the decompression, the rest is C/C++.
>
I didn't saw it, I'm gonna have to check the codes a little more... :)


>>PS: Don't I deserve a little
>>"sorry" for being so cruel
>>with me??????
>
>Now that you've mentioned it, or rather because
>you mentioned it: No. :)

Heck... Well... I would had said exactly the same words ;-).


------ Edited because grammar errors, damn, the next time I'm gonna click on the 'Preview' button......
 
RE: Now that's what I wanted to see.

>>GAP uses a linear byte read-and-compare to find
>>files within other files. As soon as it locates
>>a header string it checks for validity and then
>>marks the location within the file for further
>>use.
>>
>
>I don't understand something... How can
>it locate the ACM header
>by doing a read/compare if
>they're GZipped/Zlibbed? I mean, every
>start will be different!
>The only way that I can
>think of is checking the
>Directory Tree on the DAT
>and there you can locate
>all the ACM offsets on
>the DAT...

I hae to wonder about that too. DATs are gzipped, so a linear read would probably not work.. unless the ACM files are compressed enough that they are simply stored instead of compressed further.

>>What I'm asking is if you or the guy who made
>>ACM2WAV have the actual ACM specs (as in the
>>decompression algorithm).
>
>No body knows the Interplay ACM
>format... At this time we
>just know the 4 bytes
>long header, the stereo/mono values
>and the bits (or bytes,
>don't remember) per sampling rates,
>that is 22050 or 11025
>for ACMs.
>When I asked Return 0; if
>he knew anything about the
>ACM file format he just
>said me "I don't know".
>
>Serge checked the ACM2WAV codes and
>he said (the great rumour
>;) that the compression algorithm
>is very similar to MPEG
>Layer-1 encoding algorithms.

It almost makes sense, take a look at http://www.acm.org/turing/sigs/sigsound/ . It deads with sound compression, and I even found code for MPEG4 sound compression/codec.

>Nothing else, and the worse is
>that no one is researching
>on ACM files...

Well since the only use would be to listen to your own music during Fallout, and also the fact that most people don't mind the Fallout music.. it's not hard to understand why.

-Xotor-

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RE: Now that's what I wanted to see.

>I hae to wonder about that too. DATs are
>gzipped, so a linear read would probably not
>work.. unless the ACM files are compressed
>enough that they are simply stored instead of
>compressed further

Well, I have checked it and... no... so, we can say that if GAP doesn't check the DirTree of the DAT, how he finds the ACMs is a completly mystery.

>It almost makes sense, take a look at
>http://www.acm.org/turing/sigs/sigsound/ . It
>deads with sound compression, and I even found
>code for MPEG4 sound compression/codec

I have downloaded the MPEG Layer-1 C source code (to decode). I'm gonna check them a little to see what can I find, but since I'm with the new Mod Squad project, I'm not gonna have too much time
I found them in http://www.wotsit.org/ very good site about file formats.

>Well since the only use would be to listen to
>your own music during Fallout, and also the fact
>that most people don't mind the Fallout music..
>it's not hard to understand why.

Oh come on... I would love to hear the narrator talking with my voice!! But, you have a point, it's not more interesting than change the game's behavior and visuals...
 
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