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SOUND.FMT

PSIONICS FILE - SOUND.FMT
=========================
Format of Sound files
Last modified 1995-07-26
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Sound files hold recorded sounds, and can only be used by the Series 3a. The
sound is played at 8000 entries per second. The file uses A-Law encoding.

A sound file begins with a 32 byte header of the following form:
  Offset  0 (cstr): "ALawSoundFile**"
  Offset 16 (word): format version number
  Offset 18 (long): number of samples in the file
  Offset 22 (word): length of silence (in 1/32 seconds) to append on playback
  Offset 24 (word): number of times to repeat on playback (0 and 1 both mean
                    play once)

The rest of the file is sound samples. Each byte represents a sound sample
with a value between -4095 and +4095. This value is encoded in two steps:
first the magnitude is reduced from 12 to 7 bits, and then alternate bits
(including the least signficant one) are inverted. The most significant bit
of the byte is set if the value is negative.

Values are thus encoded by:

    S0000000ABCDi -> S000ABCD -> S101APCQ
    S0000001ABCDi -> S001ABCD -> S100APCQ
    S000001ABCDii -> S010ABCD -> S111APCQ
    S00001ABCDiii -> S011ABCD -> S110APCQ
    S0001ABCDiiii -> S100ABCD -> S001APCQ
    S001ABCDiiiii -> S101ABCD -> S000APCQ
    S01ABCDiiiiii -> S110ABCD -> S011APCQ
    S1ABCDiiiiiii -> S111ABCD -> S010APCQ

and decoded by:

    S000ABCD -> S101APCQ -> S001APCQ10000
    S001ABCD -> S100APCQ -> S0001APCQ1000
    S010ABCD -> S111APCQ -> S1APCQ1000000
    S011ABCD -> S110APCQ -> S01APCQ100000
    S100ABCD -> S001APCQ -> S0000001APCQ1
    S101ABCD -> S000APCQ -> S0000000APCQ1
    S110ABCD -> S011APCQ -> S00001APCQ100
    S111ABCD -> S010APCQ -> S000001APCQ10

(a bit shown as i is ignored; a bit shown as P is the inverse of the bit shown
as B, and Q is the inverse of D).

If the values are treated as fractions of full-scale deflection (by dividing
them by 4096), then the following tables give mappings in each direction.

@@ TO BE PROVIDED
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