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Wusik SPXe

Created by William Kalfelz @ Wusik.com (c) 2021 Open-Source File Format Definition and Editor

This Project is in ALPHA stage. The file format can be changed at any time rendering any save file unusable.

NEW: preview is now partially working! Keep in mind that Wusik SPXe is the Editor, not the player. You can load .wspxe (project) files but not .wspx (exported) files.

Here you will find the definition of the format plus a full free open-source editor. There's no player yet, but soon there will be one soon. But you can preview your .wspxe files inside the editor. The player will not be open-source. You will need a license to be able to distribute your sounds with the player. Or, you can create your own player. The use of the file format is free and not tied to the player in any way. The editor doesn't feature sample manipulation. So you need to use something like Ocean Audio to edit and loop your sounds. https://www.ocenaudio.com/

Check the Releases folder for the Application (.exe) and VST2/VST3 Plugins. Again, this is an EDITOR, to create presets + sounds. Not the actual PLAYER. But I have included plugins in case you want to use it inside a DAW and the editor has a preview option that allows you to fully test the presets.


.WSPX Format Main Features

  • Single file for Sounds + Presets;
  • Internal database of presets & sounds positions, no need to read the whole file;
  • Encripted Sound Data (optional);
  • Visual Scripting (from the editor);
  • Binary, Flac, and GZIP can be used to store sounds;
  • Round Robin, Random Probability and Key Switching;
  • Tag Database For Sounds and Presets;
  • 16, 24 and 32 bits support;
  • Collection, Preset and About PNG files;
  • Skin data for the Player;
  • Preview Sound per preset (flac format streamed from the .wspx file);
  • Every filename is stored as relative to the .WSPXe project file.

.WSPX Engine Support

  • Multi layer presets. Each layer has a link to a Sound that has its own set of sub-sounds, or Sound Files and all the below features per layer;
  • ADSR AMP and Filter Envelope with Clipping;
  • 2 LFOs;
  • Sequencer with any number of steps;
  • ARP with Glissando option;
  • Multi type Filter;
  • Multi Effects. 4 sends with 4 effects each. Serial and Parallel modes;
  • Round Robin, Random Probability and Key Switching;
  • Visual Scripting (from the editor);
  • Reverse, Ping Pong and Regular playbacks;
  • Pitch drift option;
  • Play Types: Normal, Release, First Note, Last Note Release;
  • Multi-Channel support for sound files and the option to merge multiple stereo or mono sound files into a multi-channel sound file directly from the interface.

When IMPORTING sound files (WAV,AIFF,OGG,MP3,FLAC) you can name those in the following format for easier key/velocity zone setup.

  • MY SAMPLE_000_127_000_127_060.wav
  • MY SAMPLE_LLL_HHH_VLL_VHH_KRR.wav
  • LLL: Key Low
  • HHH: Key High
  • VLL: Velocity Low
  • VHH: Velocity High
  • KRR: Key Root

Always keep in a 000 format, so 000 to 127. When you load a sound file the editor will only save the filename and path location. It won’t save any sound data. So keep the original files until you finish up the project. You can save to a BUNDLE format which will save the sound data information along.

Handling multi-channel files can be easy if you export each pair of stereo channels to a separated file. When importing the files, create a new sound and load the new files from there. Select all the files that will make one multi-channel file and the import process will add those to a single Sound File.


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