Go Back   FileForums > Game Backup > PC Games > PC Games - CD/DVD Conversions > Conversion Tutorials

Reply
 
Thread Tools Search this Thread Display Modes
  #1  
Old 15-03-2026, 14:15
kj911 kj911 is offline
Registered User
 
Join Date: Apr 2010
Location: world
Posts: 249
Thanks: 165
Thanked 94 Times in 67 Posts
kj911 is on a distinguished road
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?

Last edited by kj911; 15-03-2026 at 15:06. Reason: Other questions added
Reply With Quote
Sponsored Links
  #2  
Old 15-03-2026, 20:37
Carldric Clement's Avatar
Carldric Clement Carldric Clement is offline
Registered User
 
Join Date: Aug 2014
Location: Toboh, Sabah, Malaysia
Posts: 597
Thanks: 602
Thanked 660 Times in 234 Posts
Carldric Clement is on a distinguished road
Quote:
Originally Posted by kj911 View Post
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?
I tested with HALAC 0.5.1, but it seems it failed to compress every WAV file I export from my DAW software. even though it's not the same as the WavPack we used before. For example, if we use the Hybrid compression from the original audio WAV file, that might ruin the original bits/samples unless you enable the correction file ".wvc". Instead of that, we don't need to use the Hybrid mode. It will keep the original bits/samples if you don't want to ruin the original audio.

Result:
Code:
TTA = 9,409,370 = 9,409,374
MSC_TAK = 9,409,370 = 9,409,382
Wavpack = 9,409,370 = 7,096,122
Wavpack -hh -x6 = 9,409,370 = 7,073,098
Wavpack Hybrid -b10 = 9,409,370 = 3,808,236
Don't be confused if you get these error if you uses Hybrid Compression:
Attached Images
File Type: png Screenshot 2026-03-16 130307.png (35.5 KB, 69 views)

Last edited by Carldric Clement; 15-03-2026 at 21:24.
Reply With Quote
Reply

Tags
algorithm, freearc, lossless sound

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
altef_4's installer altef_4 Conversion Tutorials 244 24-05-2024 22:20
Need help with opus and freearc averanted Conversion Tutorials 6 29-07-2016 11:00
some kind of algorithm problem in freearc 0.67 rafikhan Conversion Tutorials 0 05-07-2014 03:02
GameCopyWorld Support forum FAQ; read before posting! RincewindTheWiz GameCopyWorld Support 1 10-10-2006 23:55
Emulators on the Xbox Skullleader XBox Games 15 07-04-2003 10:09



All times are GMT -7. The time now is 22:56.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
FileForums @ https://fileforums.com