RIFF Wave loop metadata? by RukarioGyiyg996 at 10:24 PM EDT on April 6, 2010
Anyone know of loop point data for RIFF Wave files? I only really know of the metadata that Sound Forge creates... which most game vendors seem to use, but is there anything else other than this?
by hcs at 2:07 AM EDT on April 7, 2010
The official way to do it is with a looping sample. I've seen games use the labels in the adtl chunk, and various custom chunks, as well. You can check out vgmstream's RIFF parser to see what I've seen. There are a few other metas that are essentially RIFF, but I haven't really kept track of them.
by RukarioGyiyg996 at 3:37 AM EDT on April 7, 2010
Interesting, thanks..

Also I think I discovered a bug long time ago with vgmstream not playing back looped 8-bit RIFF Wave (Fails instantly as if winamp can't read the file), yet it played fine in Unreal and most games that support the looping sample that SoundForge can create. 16-bit wav's sound and loop fine though.

I haven't tested the newer vgmstream test releases though.. Has this been looked into?
by hcs at 11:30 AM EDT on April 7, 2010
Can't say I ever heard about it, want to try it again and post a sample if it's still messed up?
by RukarioGyiyg996 at 4:55 PM EDT on April 7, 2010
Just tested it now... doesn't work on Unsigned 8-bit PCM with sample loop.

Play's fine in Winamp if you keep the format extension to .wav but the moment you switch to .lwav VGMStream refuses to play it back, even though 16-bit .lwav's seem to work fine...

I can upload the file in question later though, I'm quite tired right now.. Although I can say that the file was made in SoundForge using the sample loop it can create. The sampling rate is 16000 Hz and the format is Unsigned 8-bit PCM.


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