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Whelchel Sound Format (for packing .IT, .XM, .S3M, .MOD, etc)
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docs
wsflib
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MeltWSF.cpp
MiniWSF.cpp
WGMPack.cpp
WGMPack.h
WGMPickDlg.cpp
WGMPickDlg.h
WSFComp.c
WSFComp.h
WSFDoc.h
WSFGlob.h
WSFLoaders.cpp
WSFLoadersV1.cpp
WSFMod.cpp
WSFMod.h
WSFModV1.cpp
WSFModV1.h
WSFOgg.cpp
WSFPack.cpp
WSFPack.h
WSFPackV1.cpp
WSFPackV1.h
WSFSets.cpp
WSFSets.h
WSFSpecialTags.cpp
WSFSpecialTags.h
WSFTool.cpp
WSFTool.h
WSFToolMisc.cpp
lzoconf.h
readme.md
res.aps
res.rc
resource.h
wsf.dsp
wsf.dsw
wsf.ncb
wsf.opt
wsf.plg

readme.md

WSF (IT, XM, S3M, MOD Sample Packer)

Written, and released into the public domain by Josh Whelchel (@soundofjw)[http://www.twitter.com/soundofjw]

What is it?

WSF is a format designed to reduce redundancy in modules. In a collection of modules that uses the same samples (game soundtracks), a lot of data for these samples will be contained twice. Obviously, this is not ideal.

WSF stores samples in a separate sample pack container (the WSP) - any duplicate samples (including samples derived from others) will dupe-checked and stored appropriately.

A side benefit: WSF also allows music to be protected using a very primitive password-encoding scheme, to encourage those who enjoy music to seek it through more appropriate channels.

Who has used it?

WSF has been used in Konjak's Noitu Love 2, The Spirit Engine 2, Kyle Pulver's Bonesaw: The Game, and several other products.

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