So, for example, say the RIFF-Wave has this at the beginning (note space after "WAVEfmt" before the start of the sound data):
RIFF� WAVEfmt <data start>
And the replacement WAV has this:
RIFF8 WAVEfmt <data start>
or this:
RIFF$xWAVEfmt <data start>
Note the difference between "RIFF" and "WAVEfmt": "� " vs "8 " vs "$x". The key is to put the EXACT header in, which is probably what's causing the game engine to crash. I'm not a programmer so I could be wrong, but give it a try anyway. Perhaps you should try one of the programming newsgroups; this is more about design.
To the programmers, http://tnlc.com/eep/sims/#software for a request for a Maxis SimCity 3K/The Sims XA sound converter/player. If you know anything about this format, please email me. Thanks.
Anne wrote:
> This may be off topic for this group but I don't know where else to post it.
>
> A game engine I have uses a wav file that occurs only occassionaly and it is
> called a RIFF? When I put just any wav file in place of the RIFF the game
> engine crashes. How do I find out if a wav is of the RIFF type? Is there a
> way to convert an ordinary wav into a RIFF format?
>
> Thanks for any help
--
http://tnlc.com/eep/ - Active Worlds, Tomb Raider, 3D game comparison, The Sims
Enable line/word wrap if text not wrapping.
RIFF stands for 'Resource Information File Format'. It is essentially a
way of organising a load of separate 'chunks' (each chunk could be a bit
of audio, or video, or picture) into a single file.
Microsoft use RIFF as standard in a couple of parts of DirectX -- most
notably in DirectMusic. In fact they used it back in Win3.1 as a
clipboard format. Also, both .WAV and .AVI files are in fact just RIFF
files, that happen to contain only chunks of a particular type.
There's a relevant looking program called RiffWalk mentioned at
http://msdn.microsoft.com/library/psdk/tools/mmtls_3uqz.htm
--
Lucian Wischik, Queens' College, Cambridge CB3 9ET. www.wischik.com/lu