////////////////////////////////////////////////////////////////////////////
// **** WAVPACK **** //
// Hybrid Lossless Wavefile Compressor //
// Copyright © 1998 - 2009 Conifer Software. //
// All Rights Reserved. //
// Distributed under the BSD Software License (see license.txt) //
////////////////////////////////////////////////////////////////////////////
WavPack 4.60 Library Documentation
----------------------------------
December 9, 2006
David Bryant
updated: April 29, 2007
updated: June 7, 2008
updated: Sept 26, 2009
******************************************************************************
**************************** 1.0 INTRODUCTION ****************************
******************************************************************************
This document describes the use of the WavPack library (libwavpack) from a
programmer's viewpoint. The library is designed to make reading and writing
WavPack files as easy as possible, however there are some subtleties involved
(especially when creating WavPack files) that should be understood to get the
most out of WavPack and to make sure the resulting files are standardized.
There is also some limited functionality in the library to create, read and
edit metadata tags that are often appended to WavPack files. The WavPack format
was recently adopted by WinZip Computing to be used for compressing WAV files
and important details of this are discussed at the end of the document for
prgrammers integrating this library with ZIP handling software.
To test decoders, there is also a test suite available that has many varieties
of WavPack files to test the robustness of any decoder. This is constantly
getting updated, but is as of this writing available here:
http://www.rarewares.org/wavpack/test_suite.zip
The WavPack library is written in C and has been ported to many platforms, and
it should be possible to call it from many different programming languages. It
is also written to contain no static storage and so can be used by any number of
clients simultaneously.
Note that in this document the meaning of the word "sample" or "samples" refers
to "samples per channel". So, a function like WavpackUnpackSamples() takes an
integer parameter specifying the number of samples to unpack and this would mean
the number of samples for one channel only (although all channels in the file
would be unpacked). In other words, the number of actual data values generated
by the call would be the specified number of samples times the number of
channels. On the other hand, in a function like WavpackGetBitsPerSample(), the
value would be the number of bits in a single channel's sample (or 16, in the
common case of CD audio).
******************************************************************************
********************* 2.0 GENERAL PURPOSE FUNCTIONS **********************
******************************************************************************
uint32_t WavpackGetLibraryVersion (void);
----------------------------------------
Return the WavPack library version in a packed integer. Bits 0-7 give the
micro version, bits 8-15 give the minor version, and bits 16-23 give the
major version. As of this writing the version is 4.60.0.
const char *WavpackGetLibraryVersionString (void);
-------------------------------------------------
Return the WavPack library version as a string. As of this writing this is
"4.60.0".
char *WavpackGetErrorMessage (WavpackContext *wpc);
--------------------------------------------------
This function returns a pointer to a string describing the last error generated
by WavPack. This may provide useful information about why something is not
working the way it should.
void WavpackLittleEndianToNative (void *data, char *format);
void WavpackNativeToLittleEndian (void *data, char *format);
-----------------------------------------------------------
These are two helper functions that normally would not be needed by an
application. However, if an application wanted to manually parse a WavPack file,
a RIFF header, or a APEv2 tag, then these could come in handy. They transform
structures back and forth between native-endian and little-endian (which is
the format of all these particular structures) based on a format string that
defines the layout of the structure. In the string, a 'S' indicates a 2-byte
value, a 'L' indicates a 4-byte value, and a digit ('1' to '9') indicates that
that many bytes should be skipped unchanged. In wavpack.h there are format
strings for several structures that might be required. Of course, on little-
endian computers they will do nothing (but can still be called). NOTE THAT
ON MACHINES THAT HAVE FIELD ALIGNMENT REQUIREMENTS, IT IS IMPORTANT THAT THE
STRUCTURES ARE PROPERLY ALIGNED!
******************************************************************************
********************* 3.0 READING WAVPACK FILES **************************
******************************************************************************
The basic procedure for reading a WavPack file is this:
1. open file with WavpackOpenFileInput() or WavpackOpenFileInputEx()
2. determine important characteristics for decoding using these functions:
WavpackGetNumSamples()
WavpackGetBitsPerSample()
WavpackGetBytesPerSample()
WavpackGetSampleRate()
3. read decoded samples with WavpackUnpackSamples()
4. optionally seek with WavpackSeekSample()
5. close file with WavpackCloseFile()
For opening existing WavPack files for decoding, the easiest function to use is:
WavpackContext *WavpackOpenFileInput (const char *infilename,
char *error,
int flags,
int norm_offset);
-------------------------------------------------------------
This function accepts the path/filename of a WavPack file and opens it for
reading, returning a pointer to a WavpackContext on success. The filename can
be simply the string '-' to specify stdin as the source. The returned pointer
can essentially be treated as a handle by the calling function (it is actually
typed as a void pointer in wavpack.h) and is used in all other calls to
WavPack to refer to this file. If the function fails for some reason (such
as the WavPack file is not found or is invalid) then NULL is returned and
the string pointed to by "error" is set to a message describing the problem.
Note that the string space is allocated by the caller and must be at least 80
chars. The "flags" parameter is a bitmask that provides the following options:
OPEN_WVC:
Attempt to open and read a corresponding "correction" file along with the
standard WavPack file. No error is generated if this fails (although it is
possible to find out which decoding mode is actually being used). NOTE THAT
IF THIS FLAG IS NOT SET THEN LOSSY DECODING WILL OCCUR EVEN WHEN A CORRECTION
FILE IS AVAILABLE, THEREFORE THIS FLAG SHOULD NORMALLY BE SET!
OPEN_TAGS:
Attempt to read any ID3v1 or APEv2 tags appended to the end of the file. This
obviously requires a seekable file to succeed.
OPEN_WRAPPER:
Normally all the information required to decode the file will be available from
native WavPack information. However, if the purpose is to restore the actual
.wav file verbatum (or the RIFF header is needed for some other reason) then
this flag should be set. After opening the file, WavpackGetWrapperData() can be
used to obtain the actual RIFF header (which the caller must parse if desired).
Note that some WavPack files might not contain RIFF headers.
OPEN_2CH_MAX:
This allows multichannel WavPack files to be opened with only one stream, which
usually incorporates the front left and front right channels. This is provided
to allow decoders that can only handle 2 channels to at least provide
"something" when playing multichannel. It would be nice if this could downmix
the multichannel audio to stereo instead of just using two channels, but that
exercise is left for the student. :)
OPEN_NORMALIZE:
Most floating point audio data is normalized to the range of +/-1.0
(especially the floating point data in Microsoft .wav files) and this is what
WavPack normally stores. However, WavPack is a lossless compressor, which means
that is should (and does) work with floating point data that is normalized to
some other range. However, if an application simply wants to play the audio,
then it probably wants the data normalized to the same range regardless of the
source. This flag is provided to accomplish that, and when set simply tells the
decoder to provide floating point data normalized to +/-1.0 even if the source
had some other range. The "norm_offset" parameter can be used to select a
different range if that is desired.
Keep in mind that floating point audio (unlike integer audio) is not required
to stay within its normalized limits. In fact, it can be argued that this is
one of the advantages of floating point audio (i.e. no danger of clipping)!
However, when this is decoded for playback (which, of course, must eventually
involve a conversion back to the integer domain) it is important to consider
this possibility and (at a minimum) perform hard clipping.
OPEN_STREAMING:
This is essentially a "raw" or "blind" mode where the library will simply
decode any blocks fed it through the reader callback (or file), regardless of
where those blocks came from in a stream. The only requirement is that complete
WavPack blocks are fed to the decoder (and this will require multiple blocks in
multichannel mode) and that complete blocks are decoded (even if all samples
are not actually required). All the blocks must contain the same number of
channels and bit resolution, and the correction data must be either present or
not. All other parameters may change from block to block (like lossy/lossless).
Obviously, in this mode any seeking must be performed by the application (and
again, decoding must start at the beginning of the block containing the seek
sample).
OPEN_EDIT_TAGS:
Open the file in read/write mode to allow editing of any APEv2 tags present, or
appending of a new APEv2 tag. Of course the file must have write permission.
The "norm_offset" parameter is used with the OPEN_NORMALIZE flag and floating
point audio data to specify an alternate normalization range. The default is
0 and results in a standard range of +/-1.0; positive values increase the range
and negative values decrease the range (by factors of two). For example, a
value here of 15 will generate a range of +/-32768.0 (assuming no clipping
samples).
WavpackContext *WavpackOpenFileInputEx (WavpackStreamReader *reader,
void *wv_id,
void *wvc_id,
char *error,
int flags,
int norm_offset);
--------------------------------------------------------------------
This function is identical to WavpackOpenFileInput() except that instead of
providing a filename to open, the caller provides a pointer to a set of reader
callbacks and instances of up to two streams. The first of these streams is
required and contains the regular WavPack data stream; the second contains the
"correction" file if desired. Unlike the standard open function which handles
the correction file transparently, in this case it is the responsibility of
the caller to be aware of correction files.
The advantage of this method is that the data doesn't necessarily need to be
contained in a file. For example, the data might be streamed from somewhere or
it may already be in memory because it is being parsed by another program. Also,
this can be used in the situation where the application is handling disk I/O
in a more efficient way than stdio, or the filename cannot be properly
represented with an 8-bit string (i.e. Windows).
The prototype for the WavpackStreamReader is in wavpack.h and an example
implementation is provided in wputils.c using standard stream I/O. Pay close
attention to the return values of the seek functions set_pos_xxx() because
this has caused headaches on more than one occasion (0 means success)!
Once the WavPack file has been opened, the application will probably want to
get some information about the file (like bitdepth, sampling rate, etc). This
is accomplished with a series of several functions. The most basic is:
int WavpackGetMode (WavpackContext *wpc);
----------------------------------------
This returns a bitmask with the following values:
MODE_WVC:
A .wvc file has been found and will be used for lossless decoding.
MODE_LOSSLESS:
The file decoding is lossless (either pure or hybrid).
MODE_HYBRID:
The file is in hybrid mode (may be either lossy or lossless).
MODE_FLOAT:
The audio data is 32-bit ieee floating point.
MODE_VALID_TAG:
The file conatins a valid ID3v1 or APEv2 tag (OPEN_TAGS must be set above
to get this status).
MODE_HIGH:
The file was originally created in "high" mode (this is really only useful
for reporting to the user)
MODE_FAST:
The file was originally created in "fast" mode (this is really only useful
for reporting to the user)
MODE_EXTRA:
The file was originally created with the "extra" mode (this is really only
useful for reporting to the user). The MODE_XMODE below can sometimes allow
determination of the exact extra mode level.
MODE_XMODE:
If the MODE_EXTRA bit above is set, this 3-bit field can sometimes allow the
determination of the exact extra mode parameter specified by the user if the
file was encoded with version 4.50 or later. If these three bits are zero
then the extra mode level is unknown, otherwise is represents the extra mode
level from 1-6.
MODE_APETAG:
The file contains a valid APEv2 tag (OPEN_TAGS must be set in the "open" call
for this to be true). Note that only APEv2 tags can be edited by the library.
If a file that has an ID3v1 tag needs to be edited then it must either be done
with another library or it must be converted (field by field) into a APEv2 tag
(see the wvgain.c program for an example of this).
MODE_SFX:
The file was created as a "self-extracting" executable (this is really only
useful for reporting to the user).
MODE_VERY_HIGH:
The file was created in the "very high" mode (or in the "high" mode prior to
4.40).
MODE_MD5:
The file contains an MD5 checksum.
MODE_DNS
The hybrid file was encoded with the dynamic noise shaping feature which was
introduced in the 4.50 version of WavPack.
int WavpackGetNumChannels (WavpackContext *wpc);
-----------------------------------------------
Returns the number of channels of the specified WavPack file. Note that this is
the actual number of channels contained in the file even if the OPEN_2CH_MAX
flag was specified when the file was opened.
int WavpackGetReducedChannels (WavpackContext *wpc);
---------------------------------------------------
If the OPEN_2CH_MAX flag is specified when opening the file, this function will
return the actual number of channels decoded from the file (which may or may not
be less than the actual number of channels, but will always be 1 or 2).
Normally, this will be the front left and right channels of a multichannel file.
int WavpackGetChannelMask (WavpackContext *wpc);
-----------------------------------------------
Returns the standard Microsoft channel mask for the specified WavPack file. A
value of zero indicates that there is no speaker assignment information.
uint32_t WavpackGetSampleRate (WavpackContext *wpc);
---------------------------------------------------
Returns the sample rate of the specified WavPack file in samples per second.
int WavpackGetBitsPerSample (WavpackContext *wpc);
-------------------------------------------------
Returns the actual number of valid bits per sample contained in the original
file, which may or may not be a multiple of 8. Floating data always has 32
bits, integers may be from 1 to 32 bits each. When this value is not a
multiple of 8, then the "extra" zeroed bits are located in the LSBs of the
result. So, values are left justified when placed into the number of bytes used
by the original data, but these finished bytes are right-justified into each
4-byte buffer entry.
int WavpackGetBytesPerSample (WavpackContext *wpc);
--------------------------------------------------
Returns the number of bytes used for each sample (1 to 4) in the original
file. This is required information for the user of this module because the
audio data is returned in the LOWER bytes of the 4-byte buffer and must be
left-shifted 8, 16, or 24 bits if normalized 4-byte values are required. This
value must be at least enough to store all the bits per sample, and of course
the most natural and common case is when there is an exact fit.
int WavpackGetVersion (WavpackContext *wpc);
-------------------------------------------
This function returns the major version number of the WavPack program
(or library) that created the open file. Currently, this can be 1 to 4.
Minor and micro versions are not recorded directly in WavPack files.
uint32_t WavpackGetNumSamples (WavpackContext *wpc);
---------------------------------------------------
Get total number of samples contained in the WavPack file, or -1 if unknown
uint32_t WavpackGetFileSize (WavpackContext *wpc);
-------------------------------------------------
Return the total size of the WavPack file(s) in bytes.
double WavpackGetRatio (WavpackContext *wpc);
--------------------------------------------
Calculate the ratio of the specified WavPack file size to the size of the
original audio data as a double greater than 0.0 and (usually) smaller than
1.0. A value greater than 1.0 represents "negative" compression and a return
value of 0.0 indicates that the ratio cannot be determined.
double WavpackGetAverageBitrate (WavpackContext *wpc, int count_wvc);
--------------------------------------------------------------------
Calculate the average bitrate of the WavPack file in bits per second. A
return of 0.0 indicates that the bitrate cannot be determined. An option is
provided to use (or not use) any attendant .wvc file.
int WavpackGetFloatNormExp (WavpackContext *wpc);
------------------------------------------------
Return the normalization value for floating point data (valid only if floating
point data is present). A value of 127 indicates that the floating point range
is +/- 1.0. Higher values indicate a larger floating point range. Note that if
the OPEN_NORMALIZE flag is set when the WavPack file is opened, then floating
data will be returned normalized to +/-1.0 regardless of this value (and can
also be offset from that by using the "norm_offset" field of the "open" call).
int WavpackGetMD5Sum (WavpackContext *wpc, uchar data [16]);
-----------------------------------------------------------
Get any MD5 checksum stored in the metadata (should be called after reading
last sample or an extra seek will occur). A return value of FALSE indicates
that no MD5 checksum was stored.
uint32_t WavpackGetWrapperBytes (WavpackContext *wpc);
uchar *WavpackGetWrapperData (WavpackContext *wpc);
void WavpackFreeWrapper (WavpackContext *wpc);
-----------------------------------------------------
These three routines are used to access (and free) header and trailer data that
was retrieved from the Wavpack file. The header will be available before the
samples are decoded. The trailer will be available after all samples have been
read and an attempt is made to read at least one sample past the end of the
available samples (it is also possible to use the WavpackSeekTrailingWrapper()
function described below). Note that the OPEN_WRAPPER flag must be set in the
"open" call for this information to be available. Most applications will not
need this data because everything required to decode and (possibly) play a
WavPack file can be determined without this information, and some valid WavPack
files might not even actually have this wrapper.
The wrapper information is simply a verbatim copy of everything that was in
the original WAV file right up to the start of the audio data (and anything
after the audio data in the case of the "trailer"). In RIFF terms, this means
that the data chunk will be last and only include the "data" ID and the size
(as it was in the WAV file). The code was implemented like this so that the
wvunpack program could be "dumb" and just copy this information directly to
the output file without having to know anything about WAV files or parse
the headers.
The WavPack library accumulates this information when parsing the WavPack file
and only purges this when WavpackFreeWrapper() is called. Therefore, if the
application unpacks an entire WavPack file without freeing anything, then the
entire wrapper data (both header and trailer) will be returned.
void WavpackSeekTrailingWrapper (WavpackContext *wpc);
-----------------------------------------------------
Normally the trailing wrapper will not be available when a WavPack file is first
opened for reading because it is stored in the final block of the file. This
function forces a seek to the end of the file to pick up any trailing wrapper
stored there (then use WavPackGetWrapper**() to obtain). This can obviously only
be used for seekable files (not pipes) and is not available for pre-4.0 WavPack
files.
These are only two functions directly involved in decoding WavPack audio data:
uint32_t WavpackUnpackSamples (WavpackContext *wpc,
int32_t *buffer,
uint32_t samples);
---------------------------------------------------
Unpack the specified number of samples from the current file position. Note
that "samples" here refers to "complete" samples, which would be 2 longs for
stereo files or even more for multichannel files, so the required memory at
"buffer" is (4 * samples * num_channels) bytes. The audio data is returned
right-justified in 32-bit longs in the endian mode native to the executing
processor. So, if the original data was 16-bit in 2-bytes, then the values
returned would be +/-32k. Floating point data can also be returned if the
source was floating point data (and this can be optionally normalized to +/-1.0
by using the appropriate flag in the call to WavpackOpenFileInput ()). The
actual number of samples unpacked is returned, which should be equal to the
number requested unless the end of file is encountered or an error occurs. If
all samples have been unpacked then 0 will be returned.
Note that if the WavPack file contains floating-point data (as indicated by
the MODE_FLOAT bit being set in the value returned from WavpackGetMode())
then 32-bit float values are returned in the buffer despite the defined type
of the pointer. If integers are desired (e.g. for writing to a DAC) then
this conversion must be performed by the caller, and it is important to keep
in mind that clipping is probably required. Assuming that OPEN_NORMALIZE is
used to ensure that the normalized range is +/- 1.0, then this C code sample
will perform the conversion to 16-bit:
int32_t *lptr = buffer;
while (num_samples--) {
float fdata = * (float*) lptr;
if (fdata >= 1.0)
*lptr++ = 32767;
else if (fdata <= -1.0)
*lptr++ = -32768;
else
*lptr++ = floor (fdata * 32768.0);
}
For highest quality when converting to 16-bit it would be advisable to also
perform dithering and/or noise shaping, but that is beyond the scope of this
document. For converting to 24-bit this would probably not be required.
int WavpackSeekSample (WavpackContext *wpc, uint32_t sample);
------------------------------------------------------------
Seek to the specifed sample index, returning TRUE on success. Note that files
generated with version 4.0 or newer will seek almost immediately. Older files
can take quite long if required to seek through unplayed portions of the file,
but will create a seek map so that reverse seeks (or forward seeks to already
scanned areas) will be very fast. After a FALSE return the file should not be
accessed again (other than to close it); this is a fatal error.
Finally, there are several functions which provide extra information during
decoding:
uint32_t WavpackGetSampleIndex (WavpackContext *wpc);
----------------------------------------------------
Get the current sample index position, or -1 if unknown.
double WavpackGetInstantBitrate (WavpackContext *wpc);
-----------------------------------------------------
Calculate the bitrate of the current WavPack file block in bits per second.
This can be used for an "instant" bit display and gets updated from about
1 to 4 times per second. A return of 0.0 indicates that the bitrate cannot
be determined.
int WavpackGetNumErrors (WavpackContext *wpc);
---------------------------------------------
Get the number of errors encountered so far. These are probably CRC errors,
but could also be missing blocks.
int WavpackLossyBlocks (WavpackContext *wpc);
--------------------------------------------
Return TRUE if any uncorrected lossy blocks were actually written or read. This
can be used to determine if the lossy bitrate specified was so high that the
compression was nevertheless lossless.
double WavpackGetProgress (WavpackContext *wpc);
-----------------------------------------------
Calculate the progress through the file as a double from 0.0 (for begin)
to 1.0 (for done). A return value of -1.0 indicates that the progress is
unknown.
Finally, this function is used when no more access to a file is needed:
WavpackContext *WavpackCloseFile (WavpackContext *wpc);
------------------------------------------------------
Close the specified WavPack file and release all resources used by it.
Returns NULL.
******************************************************************************
*********************** 4.0 WRITING WAVPACK FILES ************************
******************************************************************************
To use the library to create WavPack files from raw PCM audio, the user must
provide a WavpackBlockOutput function that is used by the library to write
finished WavPack blocks to the output. Unlike the read case, there is no
facility to write directly to named files. Here is the function required:
typedef int (*WavpackBlockOutput)(void *id, void *data, int32_t bcount);
where the "id" is used to differentiate the regular WavPack data "wv" from the
correction data "wvc" (or for the case of multiple streams running at the same
time). The return value is simply TRUE for success and FALSE for error. An
example of this function can be found in wavpack.c called write_block().
The basic procedure for creating WavPack files is this:
1. get a context and set block output function with WavpackOpenFileOutput()
2. set the data format and specify modes with WavpackSetConfiguration()
3. optionally write a RIFF header with WavpackAddWrapper()
4. allocate buffers and prepare for packing with WavpackPackInit()
5. actually compress audio and write blocks with WavpackPackSamples()
6. flush final samples into blocks with WavpackFlushSamples()
7. optionally write MD5 sum with WavpackStoreMD5Sum()
8. optionally write RIFF trailer with WavpackAddWrapper()
9. if MD5 sum or RIFF trailer written, call WavpackFlushSamples() again
10. optionally append metadata tag with functions in next section
11. optionally update number of samples with WavpackUpdateNumSamples()
12. close the context with WavpackCloseFile()
Note that this does not show opening and closing the output files which is
done by the application itself.
WavpackContext *WavpackOpenFileOutput (WavpackBlockOutput blockout,
void *wv_id, void *wvc_id);
-----------------------------------------------------------------
Open context for writing WavPack files. The returned context pointer is used
in all following calls to the library. The "blockout" function will be used
to store the actual completed WavPack blocks and will be called with the id
pointers containing user defined data (one for the wv file and one for the
wvc file). A return value of NULL indicates that memory could not be
allocated for the context.
int WavpackSetConfiguration (WavpackContext *wpc,
WavpackConfig *config,
uint32_t total_samples);
----------------------------------------------------
Set configuration for writing WavPack files. This must be done before sending
any actual samples, however it is okay to send wrapper or other metadata before
calling this. The "config" structure contains the following *required*
information:
config->bytes_per_sample see WavpackGetBytesPerSample() for info
config->bits_per_sample see WavpackGetBitsPerSample() for info
config->channel_mask Microsoft standard (mono = 4, stereo = 3)
config->num_channels self evident
config->sample_rate self evident
Be particularly careful with the "channel_mask" field. If this is not set to
the correct value (3 or 4) then everything will still appear to work
correctly, but the resulting WavPack file will have undefined channel
assignments. When this file is unpacked back to WAV it will then get a
WAVEFORMATEXTENSIBLE header which some programs refuse to recognize.
Specifying these 5 parameters alone would create a default lossless WavPack
file, identical to the one produced by using the command-line program without
options. For optional configuration, the following fields and flags may be set:
config->flags:
--------------
o CONFIG_HYBRID_FLAG select hybrid mode (must set bitrate)
o CONFIG_JOINT_STEREO select joint stereo (must set override also)
o CONFIG_JOINT_OVERRIDE override default joint stereo selection
o CONFIG_HYBRID_SHAPE select hybrid noise shaping (set override &
shaping_weight != 0.0)
o CONFIG_SHAPE_OVERRIDE override default hybrid noise shaping
(set CONFIG_HYBRID_SHAPE and shaping_weight)
o CONFIG_DYNAMIC_SHAPING force dynamic noise shaping even when WavPack
would not use it (no need to set any of the
other shaping flags when using this one)
o CONFIG_FAST_FLAG "fast" compression mode (same as -f)
o CONFIG_HIGH_FLAG "high" compression mode (same as -h)
o CONFIG_VERY_HIGH_FLAG "very high" compression mode (same as -hh)
o CONFIG_BITRATE_KBPS hybrid bitrate is kbps, not bits / sample
o CONFIG_CREATE_WVC create correction file
o CONFIG_OPTIMIZE_WVC maximize bybrid compression (same as -cc)
o CONFIG_CALC_NOISE calc noise in hybrid mode
o CONFIG_EXTRA_MODE extra processing mode (same as -x)
o CONFIG_SKIP_WVX no wvx stream for floats & large ints (same as -p)
o CONFIG_MD5_CHECKSUM specify if you plan to store MD5 signature (the
sum is calculated by the application, NOT by the
library)
o CONFIG_CREATE_EXE specify if you plan to prepend sfx module
o CONFIG_OPTIMIZE_MONO detect and optimize for mono files posing as
stereo (uses a more recent stream format that
is not compatible with decoders < 4.3)
config->bitrate hybrid bitrate in either bits/sample or kbps
config->shaping_weight hybrid noise shaping coefficient override
config->block_samples force samples per WavPack block
(0 = use default, else 1-131072)
config->float_norm_exp select floating-point data (127 for +/-1.0)
config->xmode extra mode processing value override (1-6)
If the number of samples to be written is known then it should be passed here.
If the duration is not known then pass -1. In the case that the size is not
known (or the writing is terminated early) then it is suggested that the
application retrieve the first block written and let the library update the
total samples indication. A function is provided to do this update and it
should be done to the "correction" file also. If this cannot be done (because
a pipe is being used, for instance) then a valid WavPack will still be created
(assuming the initial duration was set to -1), but when applications want to
access that file they will have to seek all the way to the end to determine the
actual duration (the library takes care of this). Also, if a RIFF header has
been included then it should be updated as well or the WavPack file will not be
directly unpackable to a valid wav file (although it will still be usable by
itself). A return of FALSE indicates an error (use WavpackGetErrorMessage() to
find out what happened).
int WavpackPackInit (WavpackContext *wpc);
-----------------------------------------
Prepare to actually pack samples by determining the size of the WavPack blocks
and allocating sample buffers and initializing each stream. Call after
WavpackSetConfiguration() and before WavpackPackSamples(). A return of FALSE
indicates an error.
int WavpackPackSamples (WavpackContext *wpc,
int32_t *sample_buffer,
uint32_t sample_count);
----------------------------------------------
Pack the specified samples. Samples must be stored in 32-bit longs in the
native endian format of the executing processor. The number of samples specified
indicates composite samples (sometimes called "frames"). So, the actual number
of data points would be this "sample_count" times the number of channels. Note
that samples are accumulated here until enough exist to create a complete
WavPack block (or several blocks for multichannel audio). If an application
wants to break a block at a specific sample, then it just calls
WavpackFlushSamples() to force an early termination. Completed WavPack blocks
are sent to the function provided in the initial call to
WavpackOpenFileOutput(). A return of FALSE indicates an error (which most likely
indicates the that user-supplied blockout function returned an error).
int WavpackFlushSamples (WavpackContext *wpc);
---------------------------------------------
Flush all accumulated samples into WavPack blocks. This is normally called after
all samples have been sent to WavpackPackSamples(), but can also be called to
terminate a WavPack block at a specific sample (in other words it is possible
to continue after this operation). This also must be called to dump non-audio
blocks like those holding metadata for MD5 sums or RIFF trailers. A return of
FALSE indicates an error.
void WavpackUpdateNumSamples (WavpackContext *wpc, void *first_block);
---------------------------------------------------------------------
Given the pointer to the first block written (to either a .wv or .wvc file),
update the block with the actual number of samples written. If the wav header
was generated by the library, then it is updated also. This should be done if
WavpackSetConfiguration() was called with an incorrect number of samples (or
-1). This should also be done in the case where the application did not provide
the RIFF header but did add some chunks for a RIFF trailer (see the section
on adding RIFF metadata). It is the responsibility of the application to read
and rewrite the block. An example of this can be found in the Audition filter
or in the command-line packer when the -i option is used. ON MACHINES WITH
ALIGNMENT REQUIREMENTS, BE SURE THAT THE PASSED POINTER IS PROPERLY ALIGNED!
int WavpackStoreMD5Sum (WavpackContext *wpc, uchar data [16]);
-------------------------------------------------------------
Store computed MD5 sum in WavPack metadata. Note that the user must compute the
16 byte sum; it is not done here. It is also required that WavpackFlushSamples()
be called after this to make sure the block containing the MD5 sum is actually
written. A return of FALSE indicates an error.
WavpackContext *WavpackCloseFile (WavpackContext *wpc);
------------------------------------------------------
Close the specified WavPack file and release all resources used by it.
Returns NULL.
With respect to the RIFF WAV wrapper that is inormally appended to the WavPack
file, there are three options available for the application to handle this.
The first is the simplest, and that is for the application to simply do
nothing. The library will automatically create a RIFF header appropriate for
the audio data (including WAVEFORMATEXTENSIBLE if needed) and store this
in the WavPack file. If the application does not know the actual number of
samples beforehand and needs to reread the first block and have the library
update it, then the library will handle updating its own RIFF header also.
In this scenario, there will be no trailing RIFF data. For the vast majority
of applications, this will be all that is required.
However, some applications may want to store a custom RIFF header (and trailer)
so that they can store extra RIFF chunks in there or perhaps they want to
create an exact copy of a .wav file (like the WavPack command-line program
does). To accomplish this, functions are provided (see below) to add RIFF
metadata to a WavPack file being written. In this case, the application must
provide a verbatim copy of all the RIFF data from the initial "RIFF" at the
beginning of the file up to (and including) the size field of the "data"
chunk. If any trailing RIFF data is desired, then this is appended after all
samples have been packed and flushed. This wrapper data will be *exactly*
what wvunpack will use to restore an original WAV file. In no circumstances
does the WavPack library parse, verify, or otherwise use this data.
If the RIFF header information needs to be updated after packing (because the
total file size or the data chunk size need to be update) then the first
block must be reread and the function WavpackGetWrapperLocation() must be
called to find the wrapper in the block (it would be possible to find it by
searching for the "RIFF", but using this function is significantly less ugly).
The WavPack library will not touch a wrapper that it did not create when
calling WavpackUpdateNumSamples().
The third option for including RIFF data chunks is a hybrid between these
two methods and is useful if an application wants to add a few specific RIFF
chunks and does not mind if the chunks appear at the end of the WAV file. In
this method, the application does not send any RIFF header before packing the
audio data which forces the library to create and store a standard RIFF header.
However, when all samples have been packed, the application sends the RIFF
chunks that it wants to add at the end of the file (RIFF trailer). Then, after
flushing, it must reread the first block and call WavpackUpdateNumSamples() so
that the library can update the RIFF header to reflect the added chunks (even
if the number of samples was correct). Because the library created the header,
it will update it, and will take into account the RIFF chunks added to the end.
All of this wrapper stuff can be a little confusing. It is a good idea to
test that the final application is working correctly and creating WavPack
files that will unpack to valid WAV files (even if the RIFF info is totally
wrong, the files will still work perfectly well as WavPack files because,
again, the RIFF wrapper is just informational). The first test is to use the
-ss option on WvUnpack to make sure the RIFF wrapper is reported correctly.
Then, unpack the WavPack file into a WAV using WvUnpack and repack it again
with the standard WavPack command-line program (without options). If it
doesn't complain about anything then there is a good chance that all the
wrapper information is valid.
Here are the appropriate functions:
int WavpackAddWrapper (WavpackContext *wpc, void *data, uint32_t bcount);
------------------------------------------------------------------------
Add wrapper (currently RIFF only) to WavPack blocks. This should be called
before sending any audio samples in the case of the RIFF header or after all
samples have been sent (and flushed) for any RIFF trailer. It is also
required that WavpackFlushSamples() be called again after specifying a RIFF
trailer to make sure it is actually written to the file.
If the exact contents of the RIFF header are not known because, for example,
the file duration is uncertain or trailing chunks are possible, simply write
a "dummy" header of the correct length. When all data has been written it
will be possible to read the first block written and update the header
directly. An example of this can be found in the Audition filter. A return of
FALSE indicates an error.
void *WavpackGetWrapperLocation (void *first_block, uint32_t *size);
-------------------------------------------------------------------
Given the pointer to the first block written to a WavPack file, this function
returns the location of the stored RIFF header that was originally written with
WavpackAddWrapper(). This would normally be used to update the wav header to
indicate that a different number of samples was actually written or if
additional RIFF chunks are written at the end of the file. The "size" parameter
can be set to non-NULL to obtain the exact size of the RIFF header, and the
function will return FALSE if the header is not found in the block's metadata
(or it is not a valid WavPack block). Note that the size of the RIFF header
cannot be changed and it is the responsibility of the application to read and
rewrite the block. An example of this can be found in the Audition filter.
******************************************************************************
************************* 5.0 TAGGING FUNCTIONS **************************
******************************************************************************
The WavPack library contains rudimentary support to read and write metadata tags
on WavPack files. This includes creating new APEv2 tags during WavPack file
creation, reading text fields from both ID3v1 and APEv2 tags on existing
WavPack files, and editing data in APEv2 tags.
Users should be aware of the following limitations of this functionality:
1. ID3v1 tags are read-only, and cannot be accessed if there is an APEv2 tag
prior to them in the file. ID3v1 tags are lost if the prior APEv2 tag is
edited.
2. The text items in APEv2 tags are UTF-8 encoded. The functionality of
converting to/from any local or multi-byte encoding must be handled by the
calling application.
3. The binary items of APEv2 tags can now (version 4.60+) be read and written.
To implement this in a backward-compatible way, the existing functions for
accessing text tag items were simply duplicated as versions handling only
binary tags items. The versions for text tag items work exactly as before
(ignoring binary items) and the binary versions ignore text items.
The convention for binary tag items in APEv2 tags is that the data starts
with a NULL-terminated string representing a filename. After the terminating
NULL, the actual binary data starts. In the WavPack code this filename has
only the extension of the actual file; the name portion is made up of the
tag item name. NOTE THAT THIS FUNCTIONALITY IS NOT HANDLED IN THE LIBRARY.
THE LIBRARY ONLY STORES AND RETRIEVES A BINARY IMAGE AND IT IS UP TO THE
CALLING APPLICATION TO APPEND AND HANDLE THIS FILENAME.
4. When APEv2 tags are edited and the resulting tags are shorter than the
original tags, the tag is padded with zeros at the front rather than having
the file shortened, and this padding cannot be reclaimed by future editing.
The net result of this is that repeated editing of tags will cause the file
to grow indefinitely (although this will only happen when the tag is
actually made smaller).
In these descriptions the meaning of the word "tag" refers to the whole bundle
that is appended to the end of the WavPack file. This bundle may contain many
individual items, each consisting of a key/value pair. The key is referred to
here as the "item", meaning the item's name (like "artist"). Some people refer
to the individual items as "tags", but that usage is not used here. Also note
that APEv2 tags store the case of tag item names and values, but are not case
sensitive when locating tag item names (and this is carried here into the
lookup of ID3v1 tag item names).
int WavpackGetNumTagItems (WavpackContext *wpc);
int WavpackGetNumBinaryTagItems (WavpackContext *wpc);
------------------------------------------------------
Count and return the total number of tag items (either text or binary) in the
specified file. This works with either ID3v1 tags or APEv2 tags (although ID3V1
tags do not have binary items).
int WavpackGetTagItem (WavpackContext *wpc,
const char *item,
char *value,
int size);
int WavpackGetBinaryTagItem (WavpackContext *wpc,
const char *item,
char *value,
int size)
------------------------------------------------------------
Attempt to get the specified item from the specified file's ID3v1 or APEv2 tag.
The "size" parameter specifies the amount of space available at "value", if the
desired text item will not fit in this space then ellipses (...) will be
appended and the string terminated (binary tag data is simply truncated). The
actual length of the string (or binary data) is returned (or 0 if no matching
value found). Note that with APEv2 text tags the length might not be the same
as the number of characters because UTF-8 encoding is used. Also, APEv2 text
tags can have multiple (NULL separated) strings for a single value (this is why
the length is returned). If this function is called with a NULL "value" pointer
(or a zero "length") then only the actual length of the value data is returned
(not counting the terminating NULL of text tag items). This can be used to
determine the actual memory to be allocated beforehand.
For ID3v1 tags the only "item" names supported are "title", "artist", "album",
"year", "comment" and "track" (which is converted to numeric text by the
library).
int WavpackGetTagItemIndexed (WavpackContext *wpc,
int index,
char *item,
int size);
int WavpackGetBinaryTagItemIndexed (WavpackContext *wpc,
int index,
char *item,
int size);
-------------------------------------------------
This function looks up the tag item name by index and is used when the
application wants to access all the items in the file's ID3v1 or APEv2 tag.
Note that this function accesses only the item's name; WavpackGetTagItem()
still must be called to get the actual value. The "size" parameter specifies
the amount of space available at "item", if the desired item will not fit in
this space then ellipses (...) will be appended and the string terminated.
The actual length of the string is returned (or 0 if no item exists for index).
If this function is called with a NULL "value" pointer (or a zero "length")
then only the actual length of the item name is returned (not counting the
terminating NULL). This can be used to determine the actual memory to be
allocated beforehand.
int WavpackAppendTagItem (WavpackContext *wpc,
const char *item,
const char *value,
int vsize);
int WavpackAppendBinaryTagItem (WavpackContext *wpc,
const char *item,
const char *value,
int vsize);
---------------------------------------------
This function is used to append (or replace) the specified field to the tag
being created or edited. If no tag has been started, then an empty one will be
allocated first. When finished adding all the items to the tag, use
WavpackWriteTag() to write the completed tag to the file. Note that ID3 tags
are not supported. A size parameter is included so that text values containing
multiple (NULL separated) strings (and binary data) can be written. A FALSE
return indicates an error.
int WavpackDeleteTagItem (WavpackContext *wpc, const char *item);
----------------------------------------------------------------
Delete the specified tag item from the APEv2 tag being created or edited. This
function works with either text or binary fields. Returns TRUE to indicate that
an item was actually deleted from the tag.
int WavpackWriteTag (WavpackContext *wpc);
-----------------------------------------
Once a APEv2 tag has been created (or edited) using WavpackAppendTagItem()
(and WavpackDeleteTagItem()), this function is used to write the completed tag
to the end of the WavPack file. Note that this is NOT done for EACH item in the
tag, but only after ALL items have been added to the tag.
If this function is called when creating a WavPack file, then it uses the same
"blockout" function that is used to write regular WavPack blocks (and should be
called after flushing all the audio data and writing any WavPack metadata like
RIFF trailers and MD5 sums). It may call the blockout function multiple times
to write the tag.
If this function is called when editing an existing APEv2 tag, then it will
seek to the correct position and write the tag using the WavpackStreamReader
function that has been added for this purpose (write_bytes) or using its
own standard I/O functions (if the WavpackStreamReader is not being used).
Because there is not currently a method implemented to truncate an existing
file to a shorter length, this function will pad the file with 0's in front
of a tag that had been edited to a shorter length.
******************************************************************************
********************** 6.0 HANDLING WAVPACK STREAMS **********************
******************************************************************************
In some applications (for example streaming applications and some filters, or
cases where WavPack data might be embedded into another multimedia container)
it is required for the audio file parsing functions to be separated from the
decoding functions. This is accomplished in two steps with the WavPack library.
First, the parsing functions are implemented outside the WavPack library. It is
very straightforward to parse WavPack files because the WavPack block header is
easy to recognize, and contains easy to parse and interpret information about
the block's contents and its relation to the whole WavPack file (or stream). The
exact file and block formats are described in detail in the file_format.txt
document. The wputils.c module also contains helper functions and a useful
seeking function that may also be useful in creating a WavPack parser.
Next, the individual parsed blocks are decoded to PCM audio by the library. To
accomplish this a "file" is opened with WavpackOpenFileInputEx() where the
specified WavpackStreamReader is a function that will feed the raw WavPack
block's bytes into the library when requested. The flags parameter should have
the OPEN_STREAMING bit set so that the decoder will ignore the position and any
other "whole file" information in the block headers. The decoder will suck up
the first block (through the stream reader) that actually contains audio and
stop, ready to decode. The next step is to call WavpackUnpackSamples() to
unpack the actual number of samples in the block (which should be known by the
parser).
Normally, the entire block would be unpacked and then the decoder would be
ready for the next block. If a single additional sample is requested past the
size of the current block the decoder will attempt to read the next block, so
it is important to request the exact number of samples (unless this behavior is
okay). If it is not desired to finish decoding the block then there are two
options. The easiest would be to simply decode the rest of the block anyway and
discard the results. Another option would be to close the context with the
function WavpackCloseFile() and then open another context when needed.
This procedure will also work fine for multichannel WavPack files. The decoder
will have to suck up all the blocks for the various channels before decoding may
begin.
******************************************************************************
************************** 7.0 ZIP FORMAT USAGE **************************
******************************************************************************
With version 11.0, WinZip Computing has added WavPack Audio to the official ZIP
file format standard as compression method 97, as described here:
http://www.winzip.com/ppmd_info.htm
The WavPack library can easily be used to create or decode the WavPack images
stored in the ZIP files. Some issues to keep in mind:
1. Only lossless mode is used. WinZip's implementation uses the "very high"
mode with no extra processing, although there is no reason that a different
profile could not be employed as they would still be fully compatible (for
example, the new "high" mode and/or the new "extra" mode could be used).
2. All bitdepths (including 32-bit floating-point) are supported. However,
bitdepths that are not multiples of 8 should be rounded up to the next
multiple of 8 to ensure that all samples (even illegal ones) are encoded
losslessly (this is described in more detail in the WinZip document).
3. Multichannel data (with or without WAVEFORMATEXTENSIBLE) is fully supported.
4. CONFIG_OPTIMIZE_MONO is not available during decoding and therefore should
not be used for encoding.
5. The WavPack data must have RIFF headers (to generate .wav files) and may
optionally have RIFF trailers. It would not be appropriate to have WavPack
generate the RIFF headers (either during encode or decode) because of the
obvious danger of generating files that don't match exactly.
6. The WavPack data should probably NOT have metadata tags or MD5 sums added
to it. This information would be discarded during decoding anyway and could
possibly trigger an error condition in a decoder.
The easiest way of using the WavPack library to decode the embedded WavPack
data would be to open a WavPack context using WavpackOpenFileInputEx() and
provide a WavpackStreamReader that would read the appropriate part of the
ZIP file by using an offset. If only the standard unpacking operations are
used, then the WavPack library will not attempt to seek during a decode. The
only flag to use for the "open" call would be OPEN_WRAPPER.
The most critical aspect of creating WavPack images to embed in ZIP files is
making sure that the decoded data will exactly match the source. This is in
contrast to the case of WavPack command-line programs where some invalid WAV
files may not encode (or exactly decode) for one reason or another. For this
reason it is important to check the parameters in the WAV header carefully and
allow only a well-defined set of known good combinations. The size of the audio
data should be checked to make sure it contains the correct number of whole
composite samples (or if it doesn't then this is properly handled). Since
WavPack cannot properly decode WavPack files that contain no audio data (i.e.
zero samples), this case should also be avoided. In all situations where some
question exists, the prudent choice would be to default to some other (more
genereralized) data compression method. |