Timeline for Protecting game assets through archiving
Current License: CC BY-SA 3.0
5 events
when toggle format | what | by | license | comment | |
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May 23, 2017 at 12:37 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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Apr 13, 2017 at 12:18 | history | edited | CommunityBot |
replaced http://gamedev.stackexchange.com/ with https://gamedev.stackexchange.com/
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Jul 20, 2016 at 0:00 | comment | added | HolyBlackCat | FYI, sound is stored as a 1D array of numbers (2 interleaved arrays if your sound is stereo, more arrays if you have more channels). These can be uint8, int16, float or something else (sound formats like .wav usually support different types). Sound files contain a sampling rate (a single integer) which specifies how many numbers (so called samples) from those arrays are used per second. Those numbers are used from the first one to the last one, they represent the position(s) of the membrane(s) in your speakers (in other words, the current that flows through the coils behind those membranes). | |
Jul 19, 2016 at 23:50 | comment | added | HolyBlackCat | There is no need to understand how audio is stored in binary to do this. One can just put an entire file into an array. Actually, it would be better than extracting the data because files are usually compressed. | |
Jul 19, 2016 at 23:37 | history | answered | Brenn_ | CC BY-SA 3.0 |