The WAVE format is described at: _http://www.borg.com/~jglatt/tech/wave.htm_ (http://www.borg.com/~jglatt/tech/wave.htm) The header data is 44 bytes long, and the remainder of the file consists usually of 16-bit data samples. __________________________ | RIFF WAVE Chunk | | groupID = 'RIFF' | | riffType = 'WAVE' | | __________________ | | | Format Chunk | | | | ckID = 'fmt ' | | | |__________________| | | __________________ | | | Sound Data Chunk | | | | ckID = 'data' | | | |__________________| | |__________________________| The PSN TYPE 4 file format is described at: _http://www.seismicnet.com/psnformat4.html_ (http://www.seismicnet.com/psnformat4.html) If you know how to program in QuickBasic, Visual Basic, or C the above documents provide enough information for writing an application to convert PSN files to WAVE format. I could easily add this function to my WQFilter.exe utility, but don't presently have the ambition to do so. Sorry about that. Bob ************************************** See what's free at http://www.aol.com.The WAVE format is described=20 at:http://www.borg.com/~jglatt/tech/wave.htmThe header data is 44 bytes long, and the=20 remainder of the file
consists usually of 16-bit data samples.=20
__________________________
| RIFF WAVE=20 Chunk |
| =20 groupID =3D 'RIFF' |
| ri= ffType=20 =3D 'WAVE' |
| =20 __________________ |
| | Format=20 Chunk | |
| | ckID=20= =3D=20 'fmt ' | |
| =20 |__________________| |
| =20 __________________ |
| | Sound Data Chunk=20 | |
| | ckID =3D 'data' =20 | |
| |__________________| =20 |
|__________________________|The PSN TYPE 4 file format is describ= ed=20 at:http://www.seismicnet.com/psnformat4.htmlIf you know how to program in QuickBa= sic,=20 Visual Basic, or C the above documents provide enough information for writin= g an=20 application to convert PSN files to WAVE format. I could easily add th= is=20 function to my WQFilter.exe utility, but don't presently have the ambition t= o do=20 so. Sorry about that.Bob
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