236 Royalty-Free Audio Tracks for "Coding"

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Gun shots from a distance sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:06
Gun shots from a distance sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:05
Gun shots from a distance sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:03
Gun shots from a distance sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:49
Here is the sound in zurich international airport recorded on thursday afternoon august 22 2019. Departure lounge #1 airport code zrh. Voices, footsteps, luggage being hauled around and adults and children. 96khz 24bit stereo.
Author: Astounded
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00:02
Lever action rifle loading ammo sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:04
Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:04
Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:04
Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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Light machine gun single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:04
Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:04
Pistol single shot sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:02
Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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00:02
Uzi pistol firing burst shots sound effect. . This is apart of a much larger sound effects pack. Buy valhalla, an action sound effects pack with over 2,900 sound effects, available at:www. Filmmakersmanual. Com. 50% off! use discount code at checkout: freesound50.
Author: Filmmakersmanual
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Test subject is given two types of music to listen to, and asked to describe their difference. The color of the first kind of music is not provided, but the color of the second kind of music is orange. This is possibly a color code for the experiment, but may also be what a person with synesthesia sees when they hear it. The first kind of music is considered as merely "entertainment", hence its descriptionthe second (orange) kind of music, according to the subject, affects our spirit, to which the experimenter says "sure".
Author: Lunar
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01:30
I bought a portable sw radio for about £2 from a local flea-market, hoping to pick up some interesting radio stations from around the world and maybe some "spy" numbers stations if i was lucky. Had a quick scan this morning and stumbled on this nice clear station, sounds russian - most likely the end of the broadcast and wrapping up with a repeated code to indicate end of transmission.
Author: Mugwood
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00:08
Just intonation minor chord from maurolupo’s “ahohe” (211961, “girl's voice singing”). Https://www. Freesound. Org/people/maurolupo/sounds/211961/. Used sonic pi to add a minor third (315. 641 cents) and a perfect fifth (701. 955 cents) while maintaining the duration. Code snippet:```sample dir, "ahohe"sample dir, "ahohe", pitch: 3. 15641sample dir, "ahohe", pitch: 7. 01955```.
Author: Ethnographer
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00:10
This sound i made with a python script. The script simulates a 2d-network of 13x13 identical masses connected with springs. I 'feed' one mass in a corner of the network with a 'chirp' of 400-2000 hz for one second and the system resonates at its characteristic frequencies. I 'listen' to the resonating system in the adjacent corner. The decay of the sound was build in, but the last half second i edited the volume to zero. The code took a few hours to execute. You may want to change the picture of this sound to the frequency-domain. Yo! awesome! nerd-pride! :-).
Author: Veens
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01:30
This is my final assignment for aspma course 2016. It is based on transformations over the file speech-male. Wav (https://www. Freesound. Org/people/xserra/sounds/317744/), used often over the course. A small time-stretching transformation, morphing with piano chromatic scales, and finally arranged by a python script to produce the final audio output. You can find the python code here:https://github. Com/nerkamitilia/aspma16/blob/master/workspace/a10/a10. Py. Format:mono, 16-bit, 44100hz.
Author: Nerkamitilia
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04:57
Using a variety of 1980s radios connected via a headphone output to the computer, i tuned in - across the entire bandwidth - of the mw and lw channels. I also captured the static hiss of those bands, 'dead air'. There are small clips of various stations along the way but i was looking for that 'tuning in' sound that was so familiar when radio was the central part of every teenager's life.
Author: Vedas
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00:14
This sound is completely analog. I recorded the sound of my key ring and tried to extract just the sound of the key. In this purpose, i used the effect “noise reduction”. I tried to avoid distortion but after several attempts we still hear the sound of the voices in the background. Descriptif selon la typologie de schaeffer :code : v''précisions morphologie :- masse : son cannelés (nœuds + toniques = mélange de note et de bruit)- timbre harmonique : acide éclatant- grain : microstructure- allure : chevrotement- dynamique : l’attaque est douce et graduelle- profil mélodique : serpentine- profil de masse : site : hauteur parmi d’autres.
Author: Univ Lyon
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00:14
I made a small python program that generates 20 random beeps. I record the outcome. I cut the result so that the first beep starts after 0. 01 secthe file ends right after the last beep. (i'm a python noob. . . If you find something you don’t like in the code please let me know. ). # gis_sweden 20170531 - random beep in python :-)import winsoundimport randomimport timebeepnr = 1. While beepnr < 21:freq = random. Randrange(1000)+110dur1 = random. Randrange(700)+20dur2 = random. Randrange(10)+2winsound. Beep (freq, dur1)time. Sleep(dur2/10)print 'beep number', beepnrbeepnr = beepnr + 1.
Author: Gis Sweden
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00:14
I made a small python program that generates 20 random beeps. I record the outcome. I cut the result so that the first beep starts after 0. 01 secthe file ends right after the last beep. (i'm a python noob. . . If you find something you don’t like in the code please let me know. ). # gis_sweden 20170531 - random beep in python :-)import winsoundimport randomimport timebeepnr = 1. While beepnr < 21:freq = random. Randrange(1000)+110dur1 = random. Randrange(700)+20dur2 = random. Randrange(10)+2winsound. Beep (freq, dur1)time. Sleep(dur2/10)print 'beep number', beepnrbeepnr = beepnr + 1.
Author: Gis Sweden
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00:15
I made a small python program that generates 20 random beeps. I record the outcome. I cut the result so that the first beep starts after 0. 01 secthe file ends right after the last beep. (i'm a python noob. . . If you find something you don’t like in the code please let me know. ). # gis_sweden 20170531 - random beep in python :-)import winsoundimport randomimport timebeepnr = 1. While beepnr < 21:freq = random. Randrange(1000)+110dur1 = random. Randrange(700)+20dur2 = random. Randrange(10)+2winsound. Beep (freq, dur1)time. Sleep(dur2/10)print 'beep number', beepnrbeepnr = beepnr + 1.
Author: Gis Sweden
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00:17
This is a percussion beats made at tempo 124. It spans 8 bars and is ready to be looped in your daw. This is a sound i've found in my old foxdot projects, it has a really cool "ocean" or "wave" noise-like sound that repeats at the right then left of stereo, in the end of each 4-bar segement. It layers multiple kicks and snares, with one of the sounds being stretched, that produce this "wave" sound. It can be evaluated in foxdot with the following code to replicate this result. D1 >> play(p[" [--]o h: -"]. Layer("mirror"),dur=pdur(5,8), rate=expvar([0. 09,2],8),sample=2, pan=sinvar([-1,1],16),amplify=0. 5).
Author: Mbpl
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00:12
This sound is a mix of analog sound and digitally created sound. I recorded the sound of a coffee machine. Then on audacity, i generated a tone and modified its envelope. I changed the levels, added effects as reverberation and echo. I put melted at opening and closing in purpose to pretend something was taking off and landing. At first i wanted to create the atmosphere of a spaceship. But after that it looked more like a vacuum noise. I tried to modify amplification and added again echo and reverberation to make it sound more like a weird ufo. Code selon la typologie de schaeffer : vprécisions morphologie :masse : son canneléstimbre : ternegrain : rugueuxallure : chevrotementdynamique : l’attaque du son est graduelleprofil mélodique : variations serpentinesprofil de masse : site.
Author: Univ Lyon
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00:06
An acoustic bass guitar synthesized using supercollider. Here's the code. Synthdef(\help_dwgplucked, { |out=9, freq=52, amp=0. 7, gate=0. 01, c3=22042,release=0. 5, pan=0| var inp = playbuf. Ar(2,buffer. Read(s, "/path/to/acoustic bass test. Flac",0,5900,action:harmonics. New(4096))); var son = dwgplucked. Ar(freq, amp, gate,0. 6,0,c3,inp,release);amplitude. Ar(inp,0. 5,2); out. Ar(out, pan2. Ar(son * 0. 04, pan)); }). Add;pbind( \instrument, \help_dwgplucked, \delta , pseq([0. 25,0. 5,0. 75,1]*1,inf), \dur , 1, \note, pseq([-3,0,3,7],inf), \stepsperoctave, 12 ). Play;.
Author: Marscrop
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00:15
This sound is completely analog. I recorded the sound of a person who was walking on the street. I chose to leave the noise of the street so that we understand that the person walks outside. I used the effect "amplification" to reduce the noise of the street and increase the sound of step. I made a fade in opening and closing, so that we have the impression that the steps are moving towards us then moves away. At the same time, i played with the pitch of the sound to accentuate this effect. Descriptif selon la typologie de schaeffer :code : x''précisions morphologie :- masse : groupe nodal / complexe- timbre harmonique : terne- grain : rugeux- allure : ne comporte pas de vibrato- dynamique : l’attaque est douce et graduelle- profil mélodique : scalaire- profil de masse : le son paraît plus calibré.
Author: Univ Lyon
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00:15
I made a small python program that generates 20 random beeps. I record the outcome. I cut the result so that the first beep starts after 0. 01 secthe file ends right after the last beep. (i'm a python noob. . . If you find something you don’t like in the code please let me know. ). In this sound i have joined three "beep files". Sound 1 panned to the leftsound 2 in the centersound 3 panned to the right. # gis_sweden 20170531 - random beep in python :-)import winsoundimport randomimport timebeepnr = 1. While beepnr < 21:freq = random. Randrange(1000)+110dur1 = random. Randrange(700)+20dur2 = random. Randrange(10)+2winsound. Beep (freq, dur1)time. Sleep(dur2/10)print 'beep number', beepnrbeepnr = beepnr + 1.
Author: Gis Sweden
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02:14
I've recorded the first chapter of a story created in a manner called one-word-at-a-time in freesound forums. Read the original here:http://www. Freesound. Org/forum/off-topic/34658/. Captured using a zoom h2, edited with audacity. Compressed with sc4 and eqd with audacity's built in rich eq. The compiled text without commentary:. 1 - once. . . 2 - upon3 - a time4 - in a small town called pandora5 - there was a database. 6 - containing vital information7 - collected and controlled by the government. 8 - nobody knew what the database, called pandorabox, contained, yet the popularfolklore went thus:9 - that every word, written, spoken or thought was in the database. 10 - though the question still remains,. . . 11 - how does one12 - hack the database? more importantly, why does one, or who intends to, hackthe database?13 - the question puzzled many but one young outcast searched for the answer forhis special organization called the. . . . . 14 - chaos code. 15 - within this organisation one thing was certain. . . 16 - , they were all looking for the same thing. For all they knew pandoraboxcould hold vital information for there cause that they could use against thecapital or it could hold deep dark secrets about them and the capital that wouldneed to be destroyed and taken advantaged. 17 - but,18 - nothing is ever easy19 - for20 - the chaos code. 21 - now time is running short as few are left to face the enemy22 - , although without even knowing who the enemy really was, the "crusaders" -the hackers - knew they were against something big. . . And that something wasagainst them as well. The first step, then, was to know whom or what they wereup against. 23 - they set to prepare some reconnaissance - to better equip their knowledge. 24 - when they got there they secretly spied the territory and discovered thatit was worse then they predicted and it would be hard getting in and out withoutbeing noticed, they will probably have to fight there way in and out or sneak inand then fight there way out. 25 - since they knew that either outcome meant the destruction of their plansbefore even starting, they decided they'd have to retreat and find an insiderfirst.
Author: Unfa
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00:51
I just love this deep rich harmonic sound with some phase modulation! i've tried to capture it the last month and half and finally managed it. There's quite a lot of air traffic (planes and helicopters) here in prague - písnice, but most of the helicopters have poor sound. It is bell 407 helicopter ok-alb in black/beige color operated by blue sky service (http://www. Ok-alb. Com/). Flight mode-s code a37a9ea. First it approaches with the deep harmonic sound, then it flies by overhead with a more noisy mid-spectrum sound. Recorded on zoom h4nsp, this time with 4gb sd card which has far lower startup time than 32 gb one (like 12 secs compared to more than a minute). Besides the helicopter itself there are some birds singing, insects buzzing and some rumble from the wind (i didn't manage attach the deadcat windshield so quickly). Basic frequency: ~ 33. 87 hz. Original filename: 160703-000. Wav.
Author: Bzamecnik
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00:10
This sound is a superposition of two records. First, i recorded a coffee machine and cut it to extract just the sound of the money that falls in. Then, i recorded the sound of keys and mix it together on audacity. I wanted to make a sound that can be repeated in a loop. So, i copied the record of the coffee machine to give a rhythm to the sound. I tried to cut the sound of the key perfectly to make a loop with the help of the option “search for crosses with zero”. Then, i added view effects. I have changed the amplification in purpose to bring out more the sound of the coffee machine. I also change the reverberation. Gradually, my sound made me think of a music in a video game that i used to play, rayman. It was difficult to describe what the sound was like, but i liked the atmosphere, so i kept it. Then, a friend told me it made him think of a frog noise, and i liked the idea. Code typologie de schaeffer : v’’précisions morphologie :sur le principe de l’écoute réduite, la morphologie du son peut-être décrite comme étant un groupe tonique car nous entendons plusieurs hauteurs. Le son peut être qualifié d’acide et éclatant. Le son paraît plutôt rugueux. Je dirais que le son est dynamique mais que l’attaque n’est pas brutale mais graduelle au moment où l’on entend le son de la machine à café. Le profil mélodique présente des variations plutôt scalaires. Pour finir on entend des hauteurs de sons parmi d’autre son.
Author: Univ Lyon
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00:30
Daisy Bell sung by the DECtalk speech synthesizer. Using v4.61.02 for Windows. In G major at 200BPM, roughly. The input code is as follows: [:phoneme on] [d<40,27> ey<860> z<40,24> iy<860> d<40,20> ey<860> z<40,15> iy<860>] [g<40,17> ih<220> v<40> m<40,19> iy<260> yx<40,20> or<260> ae<300,17> en<300> s<40,20> rr<260> d<40,15> uw<860> _<900>] [ay<860,22> m<40> hx<40,27> ae<810,27> f<30> k<30,24> r<30> ey<860> z<40,20> iy<860>] [ao<200,17> el<100> f<40,19> or<260> dh<40,20> ax<260> l<40,22> uh<560> v<40,24> ax<260> v<40,22> yu<860> _<600,24>] [ih<260,24> tx<40> w<40,25> ow<180> n<40> t<40> b<40,24> iy<260> ax<260,22> s<40> t<40,27> ay<560> l<40,24> ih<220> sh<40> m<40,22> ae<60> ae<100,24> ae<100,22> r<40,20> ih<560> jh<40> _<560,22>] [ay<300,22> k<40,24> ae<520> en<40> t<40,20> ax<260> f<40,17> or<560> d<40,20> ax<260> k<40,17> ae<260> r<40,15> ih<560> jh<40> _<560>] [b<40,15> uh<220> tx<40> yu<560,20> d<40> l<40,24> uh<210> k<30> s<30,22> w<30> iy<260> t<40> _<560,20>] [aa<560,20> en<40> dh<40,24> ax<260> s<40,22> iy<260> t<40> _<260,22>] [ah<150,24> v<40,25> ax<110> b<40,27> ay<260> s<40,24> ih<260> k<40,20> el<260> b<40,22> ih<260> el<260> tx<40> f<40,15> or<250> t<10> t<40> uw<860,20> _<900>]
Author: JapanYoshi
00:00
00:01
Start sound of mac ii iix iicx iici se/30. Create by dissessemble rom code and use wave table algorithm write c program write wav file. C program below:. /* mac_ii. C *//* boot beep mac ii *//* 2558/09/06 */. #include. #define knumber_samples 30000#define kdelay_note 300#define kwave_table_value 0x30013f10#define ksample_rate 22257 // hz. Void preparewavetable( unsigned short *wavetable, unsigned int value );void updatewavetable( unsigned short *wavetable, unsigned short chiso );void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate );. Int main () {. // ---- wave tableunsigned short wavetable[256];// ---- sound data, stereoshort sounddata[knumber_samples << 1];// ---- increment array (16/16 bit fix point integer)int arrayincrement[] = {3 << 16, 4 << 16, (3 << 16) + 0x2f2, 6 << 16};// ---- prepare wave tablepreparewavetable( wavetable, kwave_table_value );. // ---- array phase (16/16 bit fix point integer)unsigned int arrayphase[] = {0, 0, 0, 0}; // set all = 0. Unsigned int samplenumber = 0;while( samplenumber < knumber_samples ) {. // ---- calculate sampleunsigned int channelleft = 0;unsigned int channelright = 0;unsigned char notenumber = 0;while ( notenumber < 4 ) {// ---- see if should update phase for note, only do if play noteif( samplenumber >= notenumber*kdelay_note ) {// ---- up date phase beforearrayphase[notenumber] += arrayincrement[notenumber];// ---- not let out of range [0; 255]if( arrayphase[notenumber] > 0xff0000 ) // 0xff0000 == 255 << 16arrayphase[notenumber] -= 0xff0000; // return to begin of wave table}unsigned short mauvat = wavetable[arrayphase[notenumber] >> 16];. // ---- add sound componentsif( notenumber < 2 ) // ---- first 2 notes left channelchannelleft += mauvat;else // ---- last 2 notes right channelchannelright += mauvat;// ---- next notenotenumber++;}// ---- save left and right samplessounddata[samplenumber << 1] = (channelleft << 9) - 0x8000; // use << 1 for 16 bitsounddata[(samplenumber << 1) + 1] = (channelright << 9) - 0x8000; // use << 1 for 16 bitupdatewavetable( wavetable, samplenumber & 0xff );samplenumber++;}// ---- save wav filesavesound( "mac ii. Wav", sounddata, samplenumber << 1, ksample_rate ); // multiply 2 because stereo. Return 1;}. Void preparewavetable( unsigned short *wavetable, unsigned int value ) {. // ---- prepare wave tableunsigned short index = 0;unsigned short wavetablevalue = value & 0xff;while( index < 64 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 8) & 0xff;while( index < 128 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}. Wavetablevalue = (value >> 16) & 0xff;while( index < 192 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}wavetablevalue = (value >> 24) & 0xff;while( index < 256 ) {wavetable[index] = wavetablevalue; // << 8; // for 16 bitindex++;}}. Void updatewavetable( unsigned short *wavetable, unsigned short index ) {// ---- get value from wave tableunsigned short value = wavetable[index];// ---- calculate new value for wave tableif( index == 255 ) { // careful at last element of wave tablevalue += wavetable[0];value = (value >> 1);wavetable[0] = value;}else {value += wavetable[index+1];value = (value >> 1);wavetable[index+1] = value;}. }. #pragma mark ---- save wavvoid saveheader( file *filename, unsigned int samplerate );void savesounddatainteger16bit( file *filename, short *sounddata, unsigned int numbersamples );. Void savesound( char *filename, short *sounddata, unsigned int numberframes, unsigned int samplerate ) {// ---- open filefile *file = fopen( filename, "wb" );if( file ) {// ---- "riff"fprintf( file, "riff" );// ---- length sound file - 8unsigned int lengthsoundfile = 32;lengthsoundfile += numberframes << 1; // một không có một mẫu vạt cho kênh trái và phải// ---- save file lengthfputc( (lengthsoundfile) & 0xff, file );fputc( (lengthsoundfile >> 8) & 0xff, file );fputc( (lengthsoundfile >> 16) & 0xff, file );fputc( (lengthsoundfile >> 24) & 0xff, file );// ---- "wave"fprintf( file, "wave" );// ---- save headersaveheader( file, samplerate );// ---- save sound datasavesounddatainteger16bit( file, sounddata, numberframes );// ---- close filefclose( file );}else {printf( "problem save file %s\n", filename );}}. Void saveheader( file *file, unsigned int samplerate ) {// ---- name for header "fmt "fprintf( file, "fmt " );// ---- header lengthfputc( 0x10, file ); // length 16 bytefputc( 0x00, file );fputc( 0x00, file );fputc( 0x00, file );// ---- method for encode, 16 bit pcmfputc( 0x01 & 0xff, file );fputc( (0x00 >> 8) & 0xff, file );// ---- number channels (stereo)fputc( 0x02, file );fputc( 0x00, file );// ---- sample rate (hz)fputc( samplerate & 0xff, file );fputc( (samplerate >> 8) & 0xff, file );fputc( (samplerate >> 16) & 0xff, file );fputc( (samplerate >> 24) & 0xff, file );// ---- number bytes/secondunsigned int numberbytessecond = samplerate << 2; // multiply 4 because short (2 byte) * 2 channelfputc( numberbytessecond & 0xff, file );fputc( (numberbytessecond >> 8) & 0xff, file );fputc( (numberbytessecond >> 16) & 0xff, file );fputc( (numberbytessecond >> 24) & 0xff, file );// ---- byte cho một khung (nên = số lượng mẫu vật * số lượng kênh)// ---- number bytes for sampleunsigned short bytesoneframe = 4; // short (2 byte) * 2 channelunsigned char bitsonesample = 16; // shortfputc( bytesoneframe & 0xff, file );fputc( (bytesoneframe >> 8) & 0xff, file );. Fputc( bitsonesample, file );fputc( 0x00, file );}. Void savesounddatainteger16bit( file *file, short *sounddata, unsigned int numbersamples ) {fprintf( file, "data" );unsigned int datalength = numbersamples << 1; // each sample 2 bytefputc( datalength & 0xff, file );fputc( (datalength >> 8) & 0xff, file );fputc( (datalength >> 16) & 0xff, file );fputc( (datalength >> 24) & 0xff, file );unsigned int sampleindex = 0;while( sampleindex < numbersamples ) {short shortdata = sounddata[sampleindex];fputc( shortdata & 0xff, file );fputc( (shortdata >> 8) & 0xff, file );sampleindex++;}}.
Author: Sieuamthanh
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