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Suggestion codec to repack a wav file
I'm exporting some music tracks and noticed there are several **WAV codec options** available when packing a project.
Which one do you think is the best choice for **packing your audio WAV files**? 🔹 Original 🔹 ALAC 🔹 WAVPACK 🔹 FLAC 🔹 HALAC Feel free to vote or share your experience. Thanks for the help! 🎶 |
The point? TAK in MSC has better compression and is lightning fast.
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Nice.. but you need to test WavPack
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New Mini Compressor WavPack Algorithm Support Freearc update
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bt if u consider more on compression then i don't think increase in time can give you the pain in ur a** |
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I've never used that before but it's good to use it msc_frog... :cool: but Wavpack was really perfect lossless about it. :D |
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one drawback of ur method i can see is that it works for masks only, meaning any wavs that is embedded in an archive, it will not gonna work. similarly game developers and our gaming rigs are now wealthy enough to use files with more complexity for example mp3 and handle them perfectly, i saw tons of mp3s embedded in game archives nowadays.So i see more scope of discussion over mp3 compression rather then on wav. bt the case of MSC is different means it doesn't go for masks bt for the headers, it scans whole things first meaning the data u asked arc to compress, make a log of what it found and then extract things one by one and process it with "special" compressors, put it back in another archive. about the msc_frog and msc_tak, actually MSC provide choice between two compressors for compression of wav files i.e Frog and Tak, frog provides somewhat better compression then tak on the cost of speed, I divided MSC on these basis in MSC_frog and MSC_TAk in Masked Compression v2.5.1 for the sake of decompression as they requires different versions of cls for decompression. Conclusion : i think masks compression doesn't a go for compression lovers, doing things manually will yields u much better results. means scanning each file manually with dragon unpacker or something like that, extracting file, processing things with "special" compressors or simply u can use MSC, it has also a compressor for mp3 and for wav as well. Even the MSC itself has the feature of extracting things that can be processed with "special" compressors, but the injection feature didn't work for me. Pls correct me if u thing i got wrong somewhere or my whole thinking is creepy s***. Best regards, Prince Gupta |
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I think you should go a rest time to get more information about it. But it's good to me your information was perfect. Unfortunately msc_tak was failed about decompression like this: Code:
[External compressor:msc] |
frog gives better ratio than tak. but sometimes using -f giving error in both of them. not always but you must test archive with decompres it.actually it gives more error with reflate and a bit precomp
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[External compressor:WavPack] Not Work
Please Help |
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Use these settings, "-hh -x5" for wav files.;) |
isn't built-in TTA algo compress better than wavpack?
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TTA is much faster than wavpack for the same result:
----------------------------- START 14:06:32 ----------------------------- [2017/04/20:14:06:32] Creating archive: Data-01.bin (1/1) [2017/04/20:14:06:32] IntputPath: C:\Users\JRD\Downloads\0905.wav [2017/04/20:14:06:32] InputSize: 65,93 MB [2017/04/20:14:06:32] FilesCount: 1 ----------------------------- METHOD ----------------------------- [2017/04/20:14:06:32] Step Method Count: 1 [2017/04/20:14:06:32] MaskedMethod: -mfreearc_tta [2017/04/20:14:06:32] FullMethod: -mtta ----------------------------- COMPRESSORS ----------------------------- [2017/04/20:14:06:32] Compressors count: 1 [2017/04/20:14:06:32] Compressor: tta ----------------------------- RESULT ----------------------------- [2017/04/20:14:06:36] OutputSize: 29,56 MB [2017/04/20:14:06:36] Ratio: 44,84 % [2017/04/20:14:06:36] Status: Operation success [2017/04/20:14:06:36] Compression time: 00:00:03 ----------------------------- FINISH 14:06:36 ----------------------------- ----------------------------- START 14:06:54 ----------------------------- [2017/04/20:14:06:54] Creating archive: Data-01~1.bin (1/1) [2017/04/20:14:06:54] IntputPath: C:\Users\JRD\Downloads\0905.wav [2017/04/20:14:06:54] InputSize: 65,93 MB [2017/04/20:14:06:54] FilesCount: 1 ----------------------------- METHOD ----------------------------- [2017/04/20:14:06:54] Step Method Count: 1 [2017/04/20:14:06:54] MaskedMethod: -mwavpack_x64 [2017/04/20:14:06:54] FullMethod: -mwavpack_x64 ----------------------------- COMPRESSORS ----------------------------- [2017/04/20:14:06:54] Compressors count: 1 [2017/04/20:14:06:54] Compressor: wavpack_x64 -hh -x5 - - ----------------------------- RESULT ----------------------------- [2017/04/20:14:07:51] OutputSize: 29,56 MB [2017/04/20:14:07:51] Ratio: 44,83 % [2017/04/20:14:07:51] Status: Operation success [2017/04/20:14:07:51] Compression time: 00:00:57 ----------------------------- FINISH 14:07:51 ----------------------------- ----------------------------- START 14:11:58 ----------------------------- [2017/04/20:14:11:58] Creating archive: Data-01~2.bin (1/1) [2017/04/20:14:11:58] IntputPath: C:\Users\JRD\Downloads\0905.wav [2017/04/20:14:11:58] InputSize: 65,93 MB [2017/04/20:14:11:58] FilesCount: 1 ----------------------------- METHOD ----------------------------- [2017/04/20:14:11:58] Step Method Count: 1 [2017/04/20:14:11:58] MaskedMethod: -mwavpack_x64 [2017/04/20:14:11:58] FullMethod: -mwavpack_x64 ----------------------------- COMPRESSORS ----------------------------- [2017/04/20:14:11:58] Compressors count: 1 [2017/04/20:14:11:58] Compressor: wavpack_x64 -h -x5 - - ----------------------------- RESULT ----------------------------- [2017/04/20:14:12:40] OutputSize: 29,56 MB [2017/04/20:14:12:40] Ratio: 44,84 % [2017/04/20:14:12:40] Status: Operation success [2017/04/20:14:12:40] Compression time: 00:00:41 ----------------------------- FINISH 14:12:40 ----------------------------- |
if we compare with the same level of compression I can not see the difference in speed.
tta r3.4 Code:
-↓- [ CMD Bench.Test.Info v0.6.9c Viper Edition ] -↓- Compressed Archive Completed At -↓- 20/04/2017 15:25:11Code:
-↓- [ CMD Bench.Test.Info v0.6.9c Viper Edition ] -↓- Compressed Archive Completed At -↓- 20/04/2017 15:24:36 |
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i was build this prepack for wav and raw(image).
is in c lang. but i cant fix to unpack. if anyone can help. check the attach. |
freearc contains tta 3.2 which afaik compress better but slower than 3.4
so it's better to run freearc/fazip itself rather than use tta executables and compression time probably isn't important for repacks, only dec. speed and ratio matters. check all 3 levels - from tta:m1 to tta:m3 |
OK Guys... if you want to know about TTA and wavpack are same but was almost different.
TTA is smooth compression and lightning style. but the level was not to fit loss to combine before and after. wavpack is slow compression and support algorithm with a huge calculate. but the level was good to fit. almost not fit or whatever combine before and after. see?? it just same. |
Can anyone give me wavpack 5.1's pack and unpackcmd?
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You can replace {compressor} with the name of the executable
"-h -x5 -q" are additional parameters... |
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What if I use hybrid? :( |
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Testing my day in few hours, these big 2 hours lenght vhs-audio tracks compression. Code:
Source: ESB.wav (orig file: MP2/224kbps/48kHz, old 2h length vhs audio transcoded to 16bit WAV file.)Quote:
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More methods, use separated WAV->WV compression and put all *.WV file to one archive its works! See te attached packages. Required properly encoded WAV source files from during compression. The "MISSING FILES" directory contain three uncompressible, damaged WAV's not compressing the MSTS game files sets. (4998 file its work via 5001 files set. CRCs it OK!) Mini compare (from my big test): WAVPACK 4.80.0 x86 with "-hh -x6" + FreeArc 0.67 with "-mx" switches: Results: 674 635kB (FreeArc temporary file: 673 358kB)** with -mrep:512m switches: 673 414kB Comp. time: ~155+20min; Decomp. time: ~10min WAVPACK 4.80.0 x86 with "-f" + FreeArc 0.67 with "-mx" switches: Results: 674 635kB (FreeArc temporary file: 709 262kB)** with -mrep:512m switches: 711 083kB** Comp. time: ~10+20min; Decomp. time: ~10min! **Missing 3 files!!! Yes, don't use LZMA compression! MSC+SREP: 634861kB (In last time.) UPDATE: New results are posted it --> https://fileforums.com/showpost.php?...postcount=2597 |
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[External compressor:wavpack]Code:
Compressed 5 files, 5,459,330 => 947,119 bytes. Ratio 17.35% |
Carldric! Use very higher files sets from compression! Works?? (Testing now in few hours.)
Found the BUG! See the pictures. YES! That was the problem. WvUnpack.exe glitch! 50-50 percentage its really to extract properly! Internally ARC file test its OK! https://i.kek.sh/QxRGNgmjd45.png https://i.kek.sh/AOGsQ63uXnk.png Tested from my 5001 WAV files sets. Don't work. The WAVPACK compressor no tolerance its incompressible, not standard and/or damaged WAV files. Found first error and compression progress exiting now with Errorlevel=1 message. This MSC and FreeArc with TTA-method tolerance any errors and will compress properly! Compression error: https://i.kek.sh/723SkDDMPn5.png Its probably fully proper switches from decompression: Code:
unpackcmd = wvunpack.exe -z $$arcpackedfile$$.tmp $$arcdatafile$$.tmpThe "-z" switch its cosmetic usage from CMD Window title. |
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EDIT: Use "tta" method on FreeARC to compress a WAV files if it works. |
Carldric: It looks like we're pretty much done with this WavPack compression, with all its limitations.
Yes, TTA or MSC/TAK method its best and favorized methods usage in future time. Compression ratio and any results barely better then WavPack versions. Good luck. |
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Looking through GitHub's commits, I found, in one of them, the author's compiled binaries! There are no binaries available on the "prepack" main page or in the "Releases" branch. The package you uploaded reflects the status as of 2016.03.12., if everything is correct. The package below, in principle, reflects the status as of 2016.03.10. and the "prepack.c" source code, if everything is correct, also contains the very first version from 2016.03.04. (it is in a separate small *.7z file, inside the larger 7z archive.) Note: The compiled 32-bit EXE can be shrunk to under 20kB during compilation. With UPX, even further. Arc.ini settings (from original authors posted EXE file, try edit its from used EXE name different): Code:
[External compressor:prepack] |
I think HALAC would be better. It outperforms all available lossless wav-packer algorithms. (in speed)
Compression ratio only a bit worse than others. Real life example ,but it obviously depends on the source. 1.wav 58,245,620 1.flac 42,758,413 (max. compression) 1.tak 42,214,646 1.tta 42,339,162 1.halac 43,003,837 HALAC's compression time : 0.8 sec on Ryzen 7 9700x ,single thread. Disadvantages : It has no stdio and stream processing feature. Available at encode dot su ,look for Hakan Abbas. |
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HALAC: Yes, it really is an insanely fast codec. Can it be ported to Win XP?? Programs that use too new or rare CPU instructions will have to deal with a disadvantage in this case, which may hinder more widespread ones.
I am attaching the self-compiled binaries of the "prepack" compressor discussed on the previous page below. (Basically compiled with "-O3" flag + s/static switches) Interestingly, the "g++.exe" files are 2-2.5* larger than those generated by "gcc.exe". If the "-s/static" flag is not used, I get EXEs of ~291/470+ KB size. If you want a small size, there are UPX compressed versions. |
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[External compressor:halac] |
HALAC supports from 2ch/16bit only audio files.
Did you test the current version or v0.1.9, or in the case of the latter, did you use your own compiled binary for the test? Other theme/questions (English translated text): Recently, an interesting idea came to my mind. We have the well-known WAVPACK packager, with a unique feature. Moreover, the Hybrid compression mode. Has anyone used this in some repackaging? The idea would be that if the "Lossy RIP" theme has worn off the scene, when would it make sense to compress the "easily accessible" audio of a game in such a way? Especially if it takes up a lot of space, considering the game as a whole, we compress the WAVs in hybrid mode at a bitrate of 96-256kbps. Then the lossy encoded files are included in our main archive package, while the correction files necessary for lossless recovery are distributed in a separate compressed package, as many repackers do with files containing files in different languages. Does this make any sense? Hungarian text (az eredeti szöveg): A közelmúltban, egy érdekes ötlet jutott, az eszembe. Van ugyebár, a mindenki által ismert WAVPACK csomagolónk, egy egyedi tulajdonsággal. Még pedig, a Hibrid-tömörítési mód. Egyes újracsomagolásoknál, valaki használta már ezt? Az ötlet az volna, ha már a "Lossy RIP"-téma eléggé kikopott a szkénából, vajon mikor lenne értelme úgy tömöríteni egy játék "könnyen hozzá férhető" hanganyagát. Pláne, ha nagyon sokat is foglal, a játék egészét nézve, hogy a WAV-okat, hibrid-módban 96-256kbps-es bitrátán tömörítjük. Ekkor a veszteségesen kódolt fájlok kerülnek bele, a fő archiválandó csomagunkba, míg a veszteségmentes helyreállításhoz szükséges korrekciós fájlokat, külön tömörített csomagban terjesztjük, mint ahogy sok újracsomagoló teszi ezt, a külön féle nyelvű fájlokat tartalmazó állományokkal is. Van ennek valami értelme? |
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Result: Code:
TTA = 9,409,370 = 9,409,374 |
The hipotetical installation files list:
Data.arc (main base game files) Sound.arc (lossy *.wv files only) Music.arc (other format and/or untouched "problematic" *.WAV sound files) Sound_corr.arc (lossy to lossless *.wvc correction files only) Bin.arc (exe/dll/other files) Setup.exe Setup_lossless_audio.exe (lossless audio installer or this functions built-in to main "setup.exe" file) Scenario 1 (install lossy audio): User install the game from listed installation files, except getting in "Sound_corr.arc" file. Aka, not downloaded, not presents. Game audio files installing "lossy" quality. (decompress *.wv files and decoded them to *.wav. Decoding in finished, the *.wv files will be deleted.) Scenario 2: (all setup files presents): User install the game from installation files normally, audio files in lossless quality. (decompress *.wv and *.wvc files. Decoded *.wv losslessly to *.wav files. Decoded in finished, *.wv/wvc files will be deleted) Scenario 3: (Scenario 1 files downloaded in older times): User in get "setup_lossless_audio.exe" (or use orig. "setup.exe" via "lossless audio" checkbox in presents) and "Sound_corr.arc" files in future times, reinstalling or replaceing lossy installed audio files to lossless files. Installation process will require original "Sound.arc" setup file package from during installation. Extreme example: Whole games completely on has 50GB size, contains 35GB's lossless audio. Lossy files: Data.arc (15GB other data compressed in few GB's.) Lossy sounds shrinked to 2-4GB size and compressed it. Other files in below 512MB-1024MB sizes. Total size less than 5-8GB. Lossless files: Data.arc (15GB other data compressed in few GB's.) Lossless sounds shrinked to 10-20GB size and compressed it or else: lossless correction files separately shrinked to 8-16GB sizes.* Other files in below 512MB-1024MB sizes. Total size "probably" less than 15-25+ GB. *the lossy case its needs smaller data traffic/storage sizes. (2-5* smaller.) |
Hello. I can help with HALAC.
First of all, HALAC with its latest version 0.5.1, accepts 16 bit PCM, 24 bit PCM and 32 bit Float type wav files as input. SampleRate is not important. And since I haven't added multi-channel support yet, it only supports 2 channels for now. And both encode and decode can work multithread(max 1024). In addition, HALAC's lossyWAV support is also very strong. HALAC compression ratio is similar to other codecs. However, 24 bit provides much better results at higher samplerate values. And it is much faster than other codecs. 32-bit compression results are also almost the same as WAVPACK. However, it is 7x faster on average. Many codecs do not support 32-bit Float. Also Windows XP support was mentioned. Previously, I had made compilations on this subject, 32 bit support and ARM. Since there was no interest, I didn't pay attention afterwards. There are no obstacles that will cause performance problems. HALAC does not use manual SIMD. It just automatically leaves control to the compiler. And there are no huge performance differences between SSE, AVX and AVX2 builds. In fact, the decoder is often compiled as SSE2 and offers similar performance to AVX512. Due to its structure, it is compatible with HALAC streaming. I prepared .dll and .so for this before. I even developed a standalone GUI player. Of course, these are minor details and can be easily resolved. If compression cannot be done in some files, this is due to the structure of the WAV file. So it must be a little bit outside the standards. "Channel count must be 2!" in the previous image. The message shows this. I've made a lot of improvements to this, but there may be more exceptions. If an example wav file that gives an error can be provided, we can solve the problem. https://hydrogenaudio.org/index.php/topic,125248.0.html https://encode.su/threads/4180-HALAC...io-Compression) |
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Just as I predicted. After the "WAVE" tag and before the "fmt " tag, there is the "JUNK" tag and its corresponding field. Normally, this and other similar fields come after the "fmt " tag. However, according to the RIFF standard, this is possible, I just learned. When this is the case, there is a shift in the header data.
If you save the same wav file differently without changing it with any audio converter, they will probably clear this space. Or, these 36 bytes can be deleted manually. I will add this support to HALAC in the next version. Thank you very much Carldric. |
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