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rhythm_attic

Wavelab

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Has anyone used Wavelab for creating sound fx? I recently just did, and found out that they wont work with DirectSound. Saved as WAV files, I ended up finding out that Wavelab inserts some sort of information into the WAV which then stops it from working with DirectSound. I solved the problem by importing and exporting with Sound Forge, but as I know how to use Wavelab best, I dont want to import/export all the time. Does anyone know about this problem? and how to save as a WAV and have it working in game? Thanks

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Maybe you could figure out the format difference and write your own loader? That way, if the base loader fails, you can fall back on your own...

Sorry, I have no knowledge of Wavelab.

[edited by - Waverider on January 21, 2003 3:54:59 PM]

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Could be that DirectSound requires WAVs to be in the canonical wave format, which is actually wrong. In order to read a WAV correctly, you need to scan for the location of the fmt + data chunks. You shouldn''t rely upon the offset of these chunks to be the same in all WAVs, even though in most cases they will be. I presume Wavelab adds its own proprietary chunks somewhere, and these screw up the offsets of the chunks you''re looking for. The correct WAV format can be found at www.wotsit.org.

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quote:
I presume Wavelab adds its own proprietary chunks somewhere, and these screw up the offsets of the chunks you''re looking for. The correct WAV format can be found at www.wotsit.org.


It looks like it adds a "PAD " chunk to align the data.

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