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> You're a sick, sick puppy.
Thankyou. I already know that...
> On the other hand, if POV could read binary files, you could use it to
> make a rendering OF the wav file...
Oh, I intend to do that too ;-)
Andrew.
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There are those people who manage to write synthesizer-like stuff in flash
(.swf) applets.
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Andrew Coppin wrote:
> Just a quick one... Would it be possible to get POV-Ray to read/write
> binary files? (As opposed to plain text?)
>
> Why am I asking? Well, not content with making a microprocessor emulator
> with the SDL, I'm now thinking about making a sound synthesiser, so I want
> to be able to write .WAV files
What about using an ASCII sound format. According to the manual, sox
(http://sox.sourceforge.net/) can read and write DAT files, which are
a text representation of audio data. This is perhaps easier than
discussing this binary data subject again.
I hope this helps
Thomas
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That's a fine idea... Thanx!
Andrew.
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On Sun, 13 Apr 2003 09:46:43 +0100, "Andrew Coppin"
<orp### [at] btinternetcom> wrote:
>Just a quick one... Would it be possible to get POV-Ray to read/write binary
>files? (As opposed to plain text?)
>
>I think I remember seeing character <==> ASCII code conversion functions
>somewhere in the docs... POV-Ray doesn't do anything weird to the ASCII
>codes you ask it to write does it? (Like LF -> CR/LF conversions and stuff.)
>
Have povray write the bianry data as a uuencoded txt file. Then
run through a separate uudecoder after thr render.
>Why am I asking? Well, not content with making a microprocessor emulator
>with the SDL, I'm now thinking about making a sound synthesiser, so I want
>to be able to write .WAV files (which are of course binary!) I'm planning to
>make an animation, and I want POV-Ray to synthesise the soundtrack...
>
>Thanks.
>Andrew.
>
I want to do this as well. It's fun to use POV-Ray for completely
non-graphical tasks. I even wrote a program to auto-generate
game levels in POV-RAy. :)
It's fun to write .bat files from POV-Ray. :) :) :)
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> Have povray write the bianry data as a uuencoded txt file. Then
> run through a separate uudecoder after thr render.
Hey, now that's using your noodle...
> I want to do this as well. It's fun to use POV-Ray for completely
> non-graphical tasks. I even wrote a program to auto-generate
> game levels in POV-RAy. :)
>
> It's fun to write .bat files from POV-Ray. :) :) :)
Mmm... and I thought I was crazy for writing DOS scripts that write DOS
scripts...
Andrew.
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> Have povray write the bianry data as a uuencoded txt file. Then
> run through a separate uudecoder after thr render.
Actually... can anyone name a utility to do the decode? (Someone sent me
some email the other day, but somehow the attachment is now BASE-64 encoded
and the mailler thinks it's normal text, not an encoded attachment. Bloomin
daft thing...) I know various email clients do it as part of showing you
your email, but is there any utility which will do it for arbitary files?
Thanks.
Andrew.
PS. Is uuencode and BASE-64 the same or different?
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In article <3ea6d41e$1@news.povray.org> , "Andrew Coppin"
<orp### [at] btinternetcom> wrote:
> PS. Is uuencode and BASE-64 the same or different?
Different.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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> > PS. Is uuencode and BASE-64 the same or different?
>
> Different.
>
> Thorsten
Thanks.
Don't expect anyone to eloborate on this news group, but any chance of a
link to a suitable description? (I already know BASE-64, it's the other one
I'd like a link for.)
Becuase I'm curiouse.
Andrew.
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Andrew Coppin <orp### [at] btinternetcom> wrote:
> (I already know BASE-64, it's the other one
> I'd like a link for.)
From the uuencode man page:
The standard output is a text file (encoded in the character
set of the current locale) that begins with the line:
"begin%s%s\n", <mode>, decode_pathname
and ends with the line:
end\n
In both cases, the lines have no preceding or trailing blank
characters.
The algorithm that is used for lines in between begin and
end takes three octets as input and writes four characters
of output by splitting the input at six-bit intervals into
four octets, containing data in the lower six bits only.
These octets are converted to characters by adding a value
of 0x20 to each octet, so that each octet is in the range
0x20-0x5f, and then it is assumed to represent a printable
character. It then will be translated into the corresponding
character codes for the codeset in use in the current
locale. (For example, the octet 0x41, representing A , would
be translated to A in the current codeset, such as 0xc1 if
it were EBCDIC.)
Where the bits of two octets are combined, the least signi-
ficant bits of the first octet are shifted left and combined
with the most significant bits of the second octet shifted
right. Thus the three octets A, B, C are converted into the
four octets:
0x20 + (( A >> 2 ) & 0x3F)
0x20 + (((A << 4) ((B >> 4) & 0xF)) & 0x3F)
0x20 + (((B << 2) ((C >> 6) & 0x3)) & 0x3F)
0x20 + (( C ) & 0x3F)
These octets are then translated into the local character
set.
Each encoded line contains a length character, equal to the
number of characters to be decoded plus 0x20 translated to
the local character set as described above, followed by the
encoded characters. The maximum number of octets to be
encoded on each line is 45.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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