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Converting a very large MP3 file to WAV (like 540 MB)
post Jul 9 2010, 03:45
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I'm stuck, and need some guidance. I am using Virtual DJ to create a 12 hour mix. It's insane yes, but I really wanted to do it. I ended up with about 19 different smaller sections of recordings. I used Nero 10 to splice together the mix into one large one (at about the 9 hour point, with intention to finish the other 3 hours later). It saved the whole file as a large mp3 file (about 540 MB). However, this is where all my issues have started.

1) I finished the other 3 hours, and tried to splice that into the original 9 hours. Unfortunately, Nero won;t read more than 2 and a half hours of it. I researched it and the only thing that seemed viable from a user was that he recorded his mix as a wav and was able to open the file (his ws 10 hour mix). I did not want to go through another 9 hours of mixing, so I figured I may be able to convert the mp3 to wav and then upload it into the Nero editor.

2) I tried different converters, and none of them would recognize such a large file. I run Windows 7 (32 bit I believe). I am not sure about this, but read that there was a limitation in 32 bit computers that limited it to a certain size in which it could read. At any rate, I tried multiple settings and many programs, and none can handle converting the mp3 to wav with that size.

3) I then decided I would re record the 9 hour mix through Virtual DJ, finding spots in the mix where there is a natural pause, essentially pausing the mix at that point, saving it as Part 1, 2, etc. I figured at least this way I could lay it down as, say 12 tracks (about an hour between each "pause"), and then when I recorded it, I could put the 0 gap settings in there. Now I understand that there is always a very tiny space of silence between the tracks, which would be ok since the tracks fell where there was supposed to be silence anyways. BUT now when I try to load the 9 hour mix into Virtual DJ, it can't handle it either.......

I really need some help. The entire mix plays through regular media players, so it's all there, just none of my programs can open such a file. I would hate to lose quality by converting to wav and then re converting it to mp3 to fit a CD-R. But if I have to in order to get my mix done, I will do it. But is there a converter that can handle such a large file?

Or, is there a program that could "load" the file, and allow me to go in and splice the mix into pieces where it has spaces in them? That way I can separate the mix, keep the integrity of the sound, and then lay it down in Nero as different tracks. Was thinking Audacity or something like that, but not sure. I need something fairly simple yet powerful enough to absorb a 9 hour (540 MB) mix.

Any help would be greatly appreciated!!!!!!


This post has been edited by YakAttack: Jul 9 2010, 03:49
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post Jul 9 2010, 04:01
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Have you already tried mp3DirectCut?

If it can open your file it presents some functions which might be useful to reach your aims.
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post Jul 9 2010, 04:06
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So you're stuck with the MP3?

If so, mp3directcut is a no-brainer. I routinely open 10-12 hour MP3s with it, no problem.

Scroll through the file, find your moments of silence, insert cue markers, and then do a "Save split..." (or something like that...I'm not in front of my PC at the moment).

This will save out each section as an independent MP3 - a straight copy from the original file, no transcoding.

Note that these files can never be joined back together perfectly gaplessly, but since that doesn't seem to be an issue for you, it should do what you're after.

edit: Damn, Robertina was faster! smile.gif

This post has been edited by mixminus1: Jul 9 2010, 04:06

"Not sure what the question is, but the answer is probably no."
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post Jul 9 2010, 04:29
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mp3DirectCut is also able to combine mp3s, so you could possibly use it to add your last three hours to the existing file. Read the program's help file for further information and what requirements should be fulfilled for that action.

QUOTE (mixminus1 @ Jul 8 2010, 16:06) *
edit: Damn, Robertina was faster!  smile.gif
It's the first time since I am a member here that this happens...  laugh.gif
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post Jul 9 2010, 18:23
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I would like to clarify the 32bit/4GB issue.

32bits = 4 Gigabytes.

FileSystem limitation (data as stored on disk): Some filesystems cannot store single files bigger than 4GB (like FAT32, the one used since Windows 98 to some Windows XP. Note that it has seen a resurgence in Pen/flash drives).
Usually, this meant that people couldn't rip DVD's in those systems, because the file wouldn't fit even if it had lots of free disk space.

FileFormat (container format) limitation: There are formats that didn't expect files bigger than 4GB. The RIFF container is one of those.
Note: .wav files since the date of Windows 3.1, if not before, use the RIFF container. Same happens to Apple's AIFF, which also uses the IFF container (same concept, almost same format, except for big endian machines, but that's another story).

Some years ago, especially because of 5.1 audio and 96Khz 24bit, it was seen that the 4GB limit was too small. Such a file would only contain 49 minutes of audio.

As such, two alternatives have been invented: RIFF64 and WAVE64. The first is mostly a modification of RIFF that allows for 64bit sized files, and WAVE64 is a bit more different, but with the same idea in mind: expanding the size.

Programs need to support these new container formats, both to read and to write. If they don't, they are limited to the old container sizes.

Audio bitdepth: completely separated from the container format, the audio may be represented in several bit depths, and these bit depths may be represented in different data types. An audio CD is in 16bits integer data. A DVD Audio (not the audio of a DVD, but an actual Audio DVD) is in 24bits integer data. Many audio software use 32bit decimal (floating point) data, and others even 64bit decimal. This value represents how many bits needs for a sample (the smallest fraction of sound of a single channel).

Memory address limitations (CPU and Operating System): The "32 bits" and "64 bits" that we listen to most nowadays is this.

CPU's before the first AMD64 and Intel Core could only address 4GB of information (2^32). In practice, this meant they could use as much as 4GB of RAM.
(Intel had the PAE system in some Pentium 4's and the Core Solo that allowed it to use more than 4GB even when it is a 32bit chip, and the intel Xeon chips originally used IA-64, which was also 64bit).

Operating systems are very dependant on the processor, so now we have Windows 32bit and Windows 64bit. The first one works like it has always worked, while the second knows how to use the full 64bits of addressable space. (This also means that internally everything that uses addresses needs to use 64bit now)

Also, thanks to the x64 architecture, x86 (32bit) and x64 (64bit) programs can run on a x64 processor with not much effort by the 64bit Operating System. This is the reason why we have now in many programs the "download the 32bit version" or "download the 64bit version". 32bit version works in both Operating Systems, but the 64bit one only works in the 64bit one.

(Addenum: 32bit/64bit and .dlls: If a .dll is in 32bits, it needs to be used by a 32bit program. A 64bit program can only use 64bit .dlls.
This is the reason why in Windows 7 64bits, there are 32bit and 64bit versions of Internet Explorer and Windows Media Player: ActiveX and directShow are dlls after all...
This has caused quite a problem with the VST plugin standard and the hosts that use them, to the point of creating helper programs that communicate with the dlls to hide the existence of the problem).

Memory Bus sizes: As an addenum for those that are computer adepts, there's another aspect of bit sizes: The memory bus.
A memory address is just an indicator (pointer) to some place, and that place is where the data actually is. So when the CPU wants to know what's on a memory address, it gets it from the memory bus. The wider the memory bus, the more bits it can get at once from that position. Memory buses of 128bits and more are common in current computers (Think on getting a double (64bit) precision value, or four 32bit values, like the SSE instructions do).

Soundcard bits: Soundcards have either 16bits or 24 bits (ok, the first ones had 8 bits, but that's another story).
I'm just saying this because I used to read an advertising of soundcards of 64 and 128bits. I knew it couldn't be, and just a quick look at the soundcard clarified all the nonsense:
Back in the day, there existed the soundblaster 16, a 16 bit soundcard.
Sometime later, creative launched the sounblaster 32 (and AWE32), which was followed by the soundblaster Live 64 ( and AWE64).
That 32 and that 64 was actually the number of voices in their internal processors (how many independent sounds could play at the same time), but for some unexperienced dealers, it still seemed to be bits.
Still sometime later, creative saw competence, bought Ensoniq, and sold their soundcards, with the names: soundblaster PCI64 and soundblaster PCI128. It STILL meant concurrent voices, but this specific dealer said he was selling 128 bit soundcards.

I was tempted more than once to go to the shop and tell him how much a nonsense he was saying, but it did seem quite rude for me to do so.

This post has been edited by [JAZ]: Jul 9 2010, 18:46
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post Jul 9 2010, 20:25
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I ended up with about 19 different smaller sections of recordings. I used Nero 10 to splice together the mix into one large one (at about the 9 hour point, with intention to finish the other 3 hours later). It saved the whole file as a large mp3 file (about 540 MB).
Try a different audio editor (or use MP3DirectCut)... I think this is a Nero problem... I would guess that Nero is making a temporary WAV file and that temporary file is exceeding the 2/4GB* WAV limit.

I've never made a 12 hour file, but I've made 4+ hour MP3 with GoldWave by splicing a few WAV files together. As long as the individual source/input WAV files don't exceed 2GB, and as long as I don't try to save in WAV format, I'm OK.

I can also save it as FLAC... GoldWave does not support WAVE64 or RIFF64, and I haven't tried any other compressed formats, but AFAIK, there are no file-size limits for the common compressed lossy/lossless formats.

Most audio editors will use 32-bit floating-point for temporary storage which means if your original files are 16-bits (uncompressed), you need twice the temporary space. But, the temporary file shouldn't have the same limitations as a WAV/RIFF file.

* Some references say there is a 2GB limit, some say 4GB. I believe GoldWave is limited to 2GB. (It has something to do with signed/unsigned integers... It should be 4GB, since there is no reason to waste a bit on the +/- sign in the file-size field.)

This post has been edited by DVDdoug: Jul 9 2010, 20:29
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post Jul 11 2010, 01:31
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Thank you guys for all the help. I will work on that this weekend and let you know how it goes. Again, very sincerely appreciate your knowledge and help! Have a great weekend
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