Author Topic: Microsoft RIFF WAVE file format  (Read 47623 times)

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Offline meandean

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Re: Microsoft RIFF WAVE file format
« Reply #15 on: October 24, 2009, 11:18:15 pm »
  Audacity would crash when I tried to get to the all-important Preferences option. I read
some of the debugging notes on the Audacity website, and found there was a hardware dependent
issue when using the Preferences option, so I connected my USB DAC instead of the 8ch internal
DAC and I was able to get in. It now allows for a multi-channel interleave wave export, as well
as the ability to save a selected portion of a multi-ch wave independently.

  Still some things to be worked out on the LB end...
"Patience is for the dead."

Offline James

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    • LaserBoy !!!
Re: Microsoft RIFF WAVE file format
« Reply #16 on: June 30, 2010, 11:59:20 pm »

//----------------------------------------------------------------------------
// Microsoft RIFF WAVE file header
//----------------------------------------------------------------------------
"RIFF"             (4 byte literal string)
chunk_size         (32-bit int) = 20 + sub_chunk_1_size + sub_chunk_2_size
//----------------------------------------------------------------------------
// Begin "WAVE" "fmt " chunk
//----------------------------------------------------------------------------
"WAVE"             (4 byte literal string)
"fmt "             (4 byte literal string; note the space at the end)
sub_chunk_1_size   (32-bit int) = 16
audio_format       (16-bit short) 1
num_channels       (16-bit short) 6 or 8
sample_rate        (32-bit int) 48000
byte_rate          (32-bit int) = sample_rate * num_channels * (bits_per_sample /8)
block_align        (16-bit short) = num_channels * (bits_per_sample /8)
bits_per_sample    (16-bit short) 16
//----------------------------------------------------------------------------
// end "WAVE" "fmt " chunk
//----------------------------------------------------------------------------
 




//----------------------------------------------------------------------------
// stuff added for LaserBoy !!!
//----------------------------------------------------------------------------
"LBoy"              (4 byte literal string)
LaserBoy_chunk_size (16 // sizeof "LaserBoymmddCCYY"
                     + sizeof(int) // sizeof (int)LaserBoy_wave_mode
                     // the following parts are only added if they are enabled
                     if(LASERBOY_WAVE_OFFSETS)          + (num_channels * sizeof(int)
                     if(LASERBOY_WAVE_OPTIMIZED)        + (8 * sizeof(int) // eight 32bit numbers
                     if(LASERBOY_WAVE_SIGNAL_MATRIX)    + (num_channels * 2 * sizeof(short)
                     if(LASERBOY_SIGNAL_BIT_RESOLUTION) + (num_channels * sizeof(u_char)
                     if(LASERBOY_WAVE_NUM_FRAMES)       + (sizeof(int)
                     if(LASERBOY_COLOR_RESCALE_R)       + (256 * sizeof(short)
                     if(LASERBOY_COLOR_RESCALE_G)       + (256 * sizeof(short)
                     if(LASERBOY_COLOR_RESCALE_B)       + (256 * sizeof(short)
                     if(LASERBOY_COLOR_RESCALE_I)       + (256 * sizeof(short)

"LaserBoy06282010"  (16 byte literal string, current header version)
LaserBoy_wave_mode  (32-bit int)
 
(OPTIONAL if the LASERBOY_WAVE_OFFSETS bit is set)
{
    offset[0]          (32-bit int)
    offset[1]          (32-bit int)
    offset[2]          (32-bit int)
    offset[3]          (32-bit int)
    offset[4]          (32-bit int)
    offset[5]          (32-bit int)
    offset[6]          (32-bit int) (optional, only for 8 channels)
    offset[7]          (32-bit int) (optional, only for 8 channels)
}

(OPTIONAL if you write anything other than X, Y, r, g, b, undefined)
{
    signal_id  (16-bit short) LASERBOY_SIGNAL_X_POSITION
    signal_id [1] (16-bit short) LASERBOY_SIGNAL_Y_POSITION
    signal_id [2] (16-bit short) LASERBOY_SIGNAL_RED_ANALOG
    signal_id [3] (16-bit short) LASERBOY_SIGNAL_GREEN_ANALOG
    signal_id [4] (16-bit short) LASERBOY_SIGNAL_BLUE_ANALOG
    signal_id [5] (16-bit short) *** THIS_IS_THE_SIGNAL_YOU_NEED_TO_IDENTIFY ***
    signal_id [6] (16-bit short) LASERBOY_SIGNAL_AUDIO_LEFT   (optional, only for 8 channels)
    signal_id [7] (16-bit short) LASERBOY_SIGNAL_AUDIO_RIGHT  (optional, only for 8 channels)
 
    LSB_tag    (16-bit short) LASERBOY_LSB_NOT_USED
    LSB_tag   [1] (16-bit short) LASERBOY_LSB_NOT_USED
    LSB_tag   [2] (16-bit short) LASERBOY_LSB_END_OF_FRAME (eof is LSB of channel[2])
    LSB_tag   [3] (16-bit short) LASERBOY_LSB_NOT_USED
    LSB_tag   [4] (16-bit short) LASERBOY_LSB_NOT_USED
    LSB_tag   [5] (16-bit short) LASERBOY_LSB_NOT_USED
    LSB_tag   [6] (16-bit short) LASERBOY_LSB_NOT_USED (optional, only for 8 channels)
    LSB_tag   [7] (16-bit short) LASERBOY_LSB_NOT_USED (optional, only for 8 channels)
}

(OPTIONAL if the LASERBOY_SIGNAL_BIT_RESOLUTION bit is set)
{
    resolution[0] (8-bit byte)  16
    resolution[1] (8-bit byte)  16
    resolution[2] (8-bit byte)   9
    resolution[3] (8-bit byte)   9
    resolution[4] (8-bit byte)   9
    resolution[5] (8-bit byte)  16 or whatever known signal is
    resolution[6] (8-bit byte)  16 (optional, only for 8 channels)
    resolution[7] (8-bit byte)  16 (optional, only for 8 channels)
}
//----------------------------------------------------------------------------
// end of stuff added for LaserBoy !!!
//----------------------------------------------------------------------------




//----------------------------------------------------------------------------
// Microsoft RIFF WAVE "data" chunk
//----------------------------------------------------------------------------
"data"             (4 byte literal string)
sub_chunk_2_size   (32-bit int) = num_samples * num_channels * (bits_per_sample /8)
//----------------------------------------------------------------------------
// end of wave header. actual wave data follows...
//----------------------------------------------------------------------------

 
for the value of LaserBoy_wave_mode, set these bits to 1 to enable each feature.
#define    LASERBOY_WAVE_NEGATIVE               0
#define    LASERBOY_WAVE_POSITIVE               1
#define    LASERBOY_WAVE_END_OF_FRAME           2
#define    LASERBOY_WAVE_UNIQUE_FRAME           4
#define    LASERBOY_WAVE_UNIQUE_VERTEX          8
#define    LASERBOY_WAVE_OFFSETS                16
#define    LASERBOY_WAVE_OPTIMIZED              32
#define    LASERBOY_WAVE_SIGNAL_MATRIX          64
#define    LASERBOY_SIGNAL_BIT_RESOLUTION       128

Setting the bits for:
LASERBOY_WAVE_OFFSETS
LASERBOY_WAVE_OPTIMIZED
LASERBOY_WAVE_SIGNAL_MATRIX
LASERBOY_SIGNAL_BIT_RESOLUTION
also requires that you store an associated set of values for each of these features.

LASERBOY_WAVE_OPTIMIZED indicates that the wave has been optimized for direct
playback to a laser projector. This means that a specific set of processes have
been applied to the vector data before it was written to wave. The set of values
that get stored in the wave header are values that were used in the optimization
process and are probably not useful to anyone outside of the LaserBoy code.

LASERBOY_SIGNAL_BIT_RESOLUTION is enabled by setting the 128 bit.
A set of single, unsigned bytes are stored, one for each channel, that indicate the
actual number of bits of significance in each of the channels.

When you put some data into the sixth channel, you need to set bit 64
in LaserBoy_wave_mode and identify all of the signals. This is done with
two sets of signed 16-bit short integers that follow the offsets.
These are stored one for each channel.
The first set are the signal_id numbers.
The absolute values are shown below in hex.
 
#define    LASERBOY_SIGNAL_NO_SIGNAL            0x00 // zero
#define    LASERBOY_SIGNAL_UNDEFINED            0x01 // not zero
#define    LASERBOY_SIGNAL_X_POSITION           0x10
#define    LASERBOY_SIGNAL_Y_POSITION           0x11
#define    LASERBOY_SIGNAL_Z_POSITION           0x12
#define    LASERBOY_SIGNAL_DX_POSITION          0x13
#define    LASERBOY_SIGNAL_DY_POSITION          0x14
#define    LASERBOY_SIGNAL_X2_POSITION          0x15
#define    LASERBOY_SIGNAL_Y2_POSITION          0x16
#define    LASERBOY_SIGNAL_BEAM_WIDTH           0x20
#define    LASERBOY_SIGNAL_RED_TTL              0x30
#define    LASERBOY_SIGNAL_RED_ANALOG           0x31
#define    LASERBOY_SIGNAL_YELLOW_TTL           0x32
#define    LASERBOY_SIGNAL_YELLOW_ANALOG        0x33
#define    LASERBOY_SIGNAL_GREEN_TTL            0x34
#define    LASERBOY_SIGNAL_GREEN_ANALOG         0x35
#define    LASERBOY_SIGNAL_BLUE_TTL             0x36
#define    LASERBOY_SIGNAL_BLUE_ANALOG          0x37
#define    LASERBOY_SIGNAL_VIOLET_TTL           0x38
#define    LASERBOY_SIGNAL_VIOLET_ANALOG        0x39
#define    LASERBOY_SIGNAL_MONO_TTL             0x3a
#define    LASERBOY_SIGNAL_MONO_OR_ANALOG       0x3b
#define    LASERBOY_SIGNAL_MONO_WEIGHTED_ANALOG 0x3c
#define    LASERBOY_SIGNAL_MONO_AVG_ANALOG      0x3d
#define    LASERBOY_SIGNAL_MONO_O_SCOPE         0x3e
#define    LASERBOY_SIGNAL_AUDIO_SMTPE          0x40
#define    LASERBOY_SIGNAL_AUDIO_MONO           0x41
#define    LASERBOY_SIGNAL_AUDIO_LEFT           0x42
#define    LASERBOY_SIGNAL_AUDIO_RIGHT          0x43
#define    LASERBOY_SIGNAL_AUDIO_CENTER         0x44
#define    LASERBOY_SIGNAL_AUDIO_SUB            0x45
#define    LASERBOY_SIGNAL_AUDIO_S_LEFT         0x46
#define    LASERBOY_SIGNAL_AUDIO_S_RIGHT        0x47
#define    LASERBOY_SIGNAL_AUDIO_R_LEFT         0x48
#define    LASERBOY_SIGNAL_AUDIO_R_RIGHT        0x49

To indicate that an individual signal has been negated with respect
to the global polarity, use the negative value of the signal number.

The second set are the LSB_tag numbers.
These numbers may be stored in any of the channel's LSB_tag values
to indicate that the least significant bit of this channel is used as
a Boolean marker to indicate something special about a particular sample.
 
#define    LASERBOY_LSB_NOT_USED                0
#define    LASERBOY_LSB_BLANKING                1
#define    LASERBOY_LSB_END_OF_FRAME            2
#define    LASERBOY_LSB_UNIQUE_FRAME            3
#define    LASERBOY_LSB_UNIQUE_VERTEX           4

It is not necessary to set and use LASERBOY_WAVE_SIGNAL_MATRIX
to get the benefit of LASERBOY_WAVE_END_OF_FRAME.
In the case where the first is not set and the second is,
it should be assumed that eof marks will be found in the LSB
of the third channel; red.

"LaserBoy" is NOT a brand name!

It is a FREE and OPEN concept for extending the utility of the wave file format.

James.
« Last Edit: July 01, 2010, 12:18:41 am by James »
LaserBoy is Sofa King Cool!
But it will never be Alpha King Done!

 

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