As a followup, I managed to achieve this using the libsox library and some filthy hacks.
By starting a conversion chain, adjusting private parameters before conversion, then fixing some headers, the results are identical to a recompile of the sox library.On 9 March 2017 at 15:21, Will <will@xxxxxx> wrote:
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.This specifies a maximum allowed SamplesPerBlock of 512 - with a block size of 2048 bytes, the file has 2036 samples per block.My uneducated guess here is that the game is using Microsoft's library for decoding: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.
https://msdn.microsoft.com/en-us/library/windows/desktop/ ee415711%28v=vs.85%29.aspx
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