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Re: Extracting and Saving a 'SND ' Resource;;;
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Re: Extracting and Saving a 'SND ' Resource;;;


  • Subject: Re: Extracting and Saving a 'SND ' Resource;;;
  • From: Ricky Sharp <email@hidden>
  • Date: Wed, 2 Feb 2005 18:39:46 -0600


On Feb 2, 2005, at 5:40 PM, Matt Budd (Madentec) wrote:

I thought the same initially, but tried code similar to yours. To make sure I wasn't crazy, I copied your code, and tried it and had the same result. When the file is saved using this method, it is not a valid .snd file. I open it using "SoundHack" and that program reports that it is a "headerless sound file" (which sort of makes sense as to why they look different in a hex-editor).

Is there a way I can retrieve this .snd header from the 'snd ' resource and prepend it to the output file from your code below? It seems that without this, the file created by that code is not valid.

 - Matt

P.S. - I've also CC'd the quicktime guys, on this since to generate this header I might have to do some crazy QT stuff?

First, please don't cross-post. I've removed all the extra addresses and am purposefully keeping this on Cocoa-dev.


Anyhow, QuickTime will probably be your best bet. There is also the SetupSndHeader API which should allow you to create a header that can then be prepended to the sound data.

This all reminds me of what one had to do when taking 'PICT' resources and writing them out a PICT files. You basically wrote out a 512 byte header followed by the PICT resource data. The sound header looks a bit more complicated to set up though.

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Ricky A. Sharp         mailto:email@hidden
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  • Follow-Ups:
    • Re: Extracting and Saving a 'SND ' Resource;;;
      • From: John Stiles <email@hidden>
References: 
 >Extracting and Saving a 'SND ' Resource; (From: Matt Budd (Madentec) <email@hidden>)
 >Re: Extracting and Saving a 'SND ' Resource; (From: Jason Harris <email@hidden>)
 >Re: Extracting and Saving a 'SND ' Resource;;; (From: Matt Budd (Madentec) <email@hidden>)

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